Resident evil: how do narrative, genre and canon function in the videogame adaptation?

O'Connor, Stephen (2012) Resident evil: how do narrative, genre and canon function in the videogame adaptation? BA dissertation, University of Portsmouth.

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    Abstract

    The concept of adapting media texts into film is not a new one, but the videogame adaptation emerged in the 1990’s, and has particularly flourished as the videogame industry has become particularly lucrative in the twentieth century.
    This essay focuses on a case study of a Videogame series, 'Resident Evil', and how it has been adapted into a film series, currently spanning four films and with another being currently produced at the time of writing. It addresses the idea the term ‘Videogame Adaptation’ has begun to hold negative connotations, and this essay will discern why this is sometimes the case.
    To try and break down the adaptation process this piece breaks down different elements of the films, including the role of genre, narrative, canon and a separate study of the series protagonist, ‘Alice’. By investigating these individual ideas, a conclusion can be drawn as to what different elements have an effect on how a game series in adapted to the screen.
    This piece offers a variation of methods of study, particular with note to the postmodern condition, which academics often conclude has such a broad influence on our society in the modern age, and as such, is also a huge influence on the film industry.

    Item Type: Dissertation
    Departments/Research Groups: Faculty of Creative and Cultural Industries > School of Media and Performing Arts
    Depositing User: Jane Polwin
    Date Deposited: 15 Jan 2014 15:28
    Last Modified: 28 Jan 2015 12:32
    URI: http://eprints.port.ac.uk/id/eprint/14085

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