Film-to-game adaptation is a complicated and problematic process that cannot be understood by textual analysis alone. This thesis argues that the phenomenon can be more fully understood by creating a framework which uses a combination of textual,contextual and paratextual approaches. It proposes a series of adaptation models that describe the practice of film-to-game adaptation, drawing upon adaptation theory, film and game aesthetics studies, and transmedia storytelling scholarship. It investigates the similarities and differences between ludic and cinematic forms, and analyses the relationship between concepts of adaptation and transmediality. Whilst a majority of adaptation studies consider novel-to-film adaptation, this thesis deals with strategies of adapting a non-interactive work into an interactive one, known as inter activation. Whilst the thesis draws upon existing adaptation scholarship, its value is in the application within the realm of game studies.This thesis deals with adaptation issues within the sphere of contemporary entertainment media. The value of this research is in its incorporation of multiple perspectives within a wider system that sheds light on cultural, industrial, and textual issues, further providing insight into the practice of film-to-game adaptation.

Year Manuscript Completed



Film and Media Studies | Game Design


Adaptation; Film-to-Game Adaptation; Transmedia,

Primary Language of Manuscript


01Front.pdf (148 kB)