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Echoes of the gothic: transmedia reinterpretations of Edgar Allan Poe's legacy in independent films and video games

Humanities

Echoes of the gothic: transmedia reinterpretations of Edgar Allan Poe's legacy in independent films and video games

A. Torres-toukoumidis, T. León-alberca, et al.

This captivating study by Angel Torres-Toukoumidis, Tatiana León-Alberca, and Eduardo Henriquez-Mendoza explores how Edgar Allan Poe's haunting narratives have been reinterpreted in film and video games. It delves into the integration of gothic elements and the strategies that keep Poe's legacy alive in modern media, offering thrilling insights into horror and crime storytelling.

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Playback language: English
Introduction
The recent Netflix miniseries "The Fall of the House of Usher" renewed interest in Edgar Allan Poe's works, prompting this study to explore the transmedia adaptations of his stories in independent films and video games. The study aims to understand how independent creators reinterpret Poe's legacy, incorporating gothic elements within transmedia narratives. The rise of digital platforms and multimedia narratives has led to the emergence of transmedia storytelling (TN), where narratives are dispersed across various channels to create a comprehensive experience. Poe's enduring influence, spanning over two centuries, makes him an ideal case study for examining how classical works are reimagined in contemporary media. This research focuses on independent content due to its creative freedom and accessibility, analyzing how creators leverage gothic elements (abjection and sublimity) to explore themes of death, morality, and the uncanny, while simultaneously engaging modern audiences through innovative transmedia platforms. The study seeks to answer key questions: What are the specific characteristics of transmedia narratives in Poe's adaptations? What narrative genres are prominent? And how do gothic elements intertwine within these audiovisual narratives?
Literature Review
The literature review examines existing scholarship on transmedia narratives, media convergence, and the gothic genre. Cossalter (2021), Salaverría and Avilés (2008), and Jenkins (2006) highlight the impact of technological convergence on media, leading to the rise of transmedia storytelling. Jenkins (2006) defines TN as a narrative dispersed across multiple platforms, each contributing uniquely to the whole. Ryan (2016) contrasts TN with traditional monomedial storytelling, emphasizing the use of diverse media. Guerrero Pico and Scolari (2016), Jenkins (2006), and Xu et al. (2023) identify key elements of TN: unique perspectives in each medium, user participation, and content autonomy. Voigts and Nicklas (2013) discuss the role of "prosumers" in remix culture. The review also explores the gothic genre's evolution, its characteristics (gloomy settings, supernatural elements, tormented characters), and its themes (death, madness, oppression). Sánchez-Vérdejo Pérez (2013), Piñeiro Cardabella (2017), and Miranda (2017) discuss the genre's historical development and its reflection of societal anxieties. McLuhan's (1964) "the medium is the message" is considered relevant to understanding how different media shape the gothic experience. The review then focuses on Poe's legacy and its transmedia adaptations. Neimeyer (2002) and Zarzycka (2018) highlight Poe's enduring influence and the dynamic interplay between his original works and their adaptations. Montoya (2023) examines cross-media adaptations of Poe's works, noting their diverse forms (comics, anime, film). The review concludes by emphasizing the need to understand how independent creators reinterpret and expand upon Poe's legacy in the context of transmedia storytelling and gothic elements.
Methodology
This study employs a narrative analysis approach (Bamberg, 2012) to examine 5 independent films and 5 independent video games based on Poe's works. The films were selected from IMDb and YouTube, while the video games came from Itch.io and GameJolt. Data collection occurred between November 10, 2023, and January 10, 2024. The analysis focuses on three dimensions: 1. Transmedia Contextual Components: This dimension utilizes Tosca and Klastrup's (2019) framework of Mythos (characters, stories, conflicts), Topos (setting), and Ethos (ethical framework) to analyze the narrative context. 2. Genre of Audiovisual Narratives: This dimension uses Hernández-Santaolalla et al.'s (2022) classification of horror, terror, and noir genres to identify predominant genres in the adaptations. 3. Gothic Elements: This dimension examines Usarchi's (2020) gothic elements of sublimity (exaggerated emotions, terror, fear) and abjection (repulsion, grotesque, decay). The researchers used Atlas.ti v.22 software to systematize the analysis. The choice of independent content was based on factors like investment, creativity, and accessibility, contrasting with the limitations of big-budget productions (Fortuna, 2018; Thon, 2019). The study's focus on readily accessible digital content allows for a broader analysis of independent works within the horror genre, offering a comparative view of cinematic and video game adaptations.
Key Findings
The analysis of independent films revealed that they predominantly utilize the horror genre, incorporating elements of terror and noir. Mythos is characterized by guilt, personal conflicts, and deceit; Topos by closed and oppressive spaces, historical settings; and Ethos by distorted morality and distrust. Specific examples include "The Tell-Tale Heart's" internal struggle with guilt and "The Sealed Room's" romantic deceit and revenge. The analysis of video games, however, showed a greater prevalence of the noir genre, weaving complex crime narratives with dark ambiance and cynicism. Mythos in video games features immersive narratives and central conflicts (battles against supernatural forces or internal struggles). Topos highlights dark and oppressive environments; and Ethos displays a range of behaviors and motivations reflecting the psychological complexity of Poe's characters. "Looking for Edgar" immerses players in a 19th-century cave exploration with Poe's iconic symbols; "Escape The Red Death" focuses on the conflict between Prince Prospero and the Red Death. Gothic elements of sublimity (evoking intense emotions) and abjection (repulsion, decay) were found in both films and games. Films used exaggerated emotions and internal tensions to convey sublimity, while abjection was explored through moral conflicts. Video games used atmosphere and suspense to achieve sublimity, and explored abjection through grotesque scenes and moral dilemmas. The study also highlighted the role of infotainment, blending information with entertainment to enhance audience engagement.
Discussion
The findings indicate that while both film and video game adaptations of Poe's work retain the core gothic elements, their narrative strategies differ. Films lean towards horror, emphasizing supernatural threats and visceral fear, while video games favor noir, highlighting intricate crime narratives and psychological depth. This difference could reflect the unique characteristics of each medium. The study's focus on independent works reveals a creative space where Poe's themes are reinterpreted and recontextualized for contemporary audiences. The use of Mythos, Topos, and Ethos frameworks provides a robust approach to understanding how the essential elements of Poe's narratives are preserved and adapted across different media. The prominence of infotainment highlights the ongoing relevance of Poe's work, demonstrating its ability to captivate modern audiences while exploring profound themes. This approach underscores the dynamic interplay between artistic expression and engagement, emphasizing the role of media in transmitting cultural heritage.
Conclusion
This study demonstrates the enduring impact of Edgar Allan Poe's gothic legacy on contemporary independent films and video games. The analysis reveals how creators successfully adapt his themes and stylistic elements to engage modern audiences across various platforms. Future research could explore the role of emerging technologies (VR, AI) in shaping future adaptations and how these technologies might enhance the experience of fear and immersion within the gothic genre. Further investigation into the creative processes of independent filmmakers and game developers would also provide valuable insights.
Limitations
This research is limited by the selection of only 5 films and 5 video games due to accessibility. The rapidly evolving nature of digital platforms and development tools also presents challenges for future research, requiring adaptability in research methodologies. The diversity of interpretations of Poe's work among adaptations could also affect comparative analysis. Future research could mitigate these limitations by collaborating with independent creators to broaden access and build a theoretical framework accommodating diverse interpretations.
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