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Subject

A Study on the Form and Definition of Adaptation - Focused on Blade Runner Franchise -
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각색의 형식과 정의 연구 : 블레이드 러너 프랜차이즈를 중심으로

논문 기본 정보

Type
Academic journal
Author
Noh, Shi Hun (전남대학교)
Journal
The Research Institute for Global Management of Techinology for Catching Up The Journal of Culture Contents No.14 KCI Accredited Journals
Published
2018.12
Pages
7 - 33 (27page)

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A Study on the Form and Definition of Adaptation - Focused on Blade Runner Franchise -
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Abstract· Keywords

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The purpose of this article is to answer questions on the form and definition of adaptation (what does it adapt?, what is it?) posed by the Blade Runner franchise, by analyzing the aspects of adaptation in that franchise on the basis of the three ways of storytelling, which are divided according to mode of engagement, namely, telling, showing, and interacting (Linda Hutcheon).
The filming (Ridley Scott, Blade Runner, 1982) of the original novel (Philip K. Dick, Do Androids Dream of Electric Sheep?, 1968), which corresponds to the mode of ‘telling ← → showing’, is a natural adaptation because it only brought inevitable changes when switching from telling to showing. The renovelizations (K. W. Jeter, Blade Runner 2 : The Edge of Human, 1994; Blade Runner 3 : Replicant Night, 1995; Blade Runner 4 : Eye and Talon, 2000) of the 1982 film, another case of the same mode, are also adaptations, which adapt ‘a heterocosm with the stuff of a story.’ The making of a sequel film (Denis Villeneuve, Blade Runner 2049, 2017) and three prequel short films (Luke Scott, 2036 : Nexus Dawn, 2017; 2048 : Nowhere to Run, 2017; Watanabe Shinichiro, Blade Runner Black Out 2022 (anime), 2017) from Ridley Scott’s movie, which corresponds to the mode of ‘showing ← → showing,’ is also an adaptation of heterocosms. However, since there is no transcoding by using the same medium as the original, there is no change in naturalization or denaturalization that can be seen in the transition between ‘relatively realist media’ and ‘manifestly artificial performance.’ The making of a point and click adventure game (Westwood Studios, Blade Runner, 1997) as a ‘sidequel’ and a VR game (Seismic Games & Alcon Interactive, Blade Runner : Revelations, 2018) as a sequel of 1982 film, corresponding to the mode of ‘interacting ← → telling or showing,’ is included in the extended range of adaptation, various combinations and open endings, however, lead to instability in the story.
The Blade Runner franchise does not stop just with a ‘repetition with variation’ in the adaptation, and expands its forms with various spin-offs such as sequels, prequels and sidequels, changing the way of story presentation. This aspect which is now becoming common, requires a change of the definition of adaptation. The significance of this study is that it showed the necessity through representative cases.

Contents

국문초록
Ⅰ. 서론
Ⅱ. 말하기 ← → 보여주기
Ⅲ. 보여주기 ← → 보여주기
Ⅳ. 상호작용하기 ← → 말하기 또는 보여주기
Ⅴ. 결론
참고문헌
ABSTRACT

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UCI(KEPA) : I410-ECN-0101-2019-331-000324966