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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Digital Adaptations: Types, Meanings, and Implications for Literary Education</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alexandra Milyakina</string-name>
          <email>milyakin@ut.ee</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Tartu Tartu</institution>
          ,
          <country country="EE">Estonia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <abstract>
        <p>Digital adaptations of literary works possess an ambiguous status in education. Even though they have been in use several decades, their impact on learning is not sufficiently studied. Apart from lacking technological confidence, educators are skeptical about viewing digital texts as relevant to literary discourse. In their turn, developers are not always interested in fitting the school needs and tend to market their products as innovations. The study aims to provide a semiotic framework for regarding digital adaptations in a wider context of cultural autocommunication and placing them in the system of literary education. Existing examples of digital adaptations are collected, classified and analyzed.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Digital adaptation</kwd>
        <kwd>digital books</kwd>
        <kwd>literary education</kwd>
        <kwd>translation</kwd>
        <kwd>cultural autocommunication</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The acknowledgement of literary discourse as an integral part of
the overall media landscape challenges the conventional
understanding of the literariness [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. For instance, it is not clear
whether a novel-based video game could be considered as
literature. Semiotics allows disregarding any differences between
formats in order to concentrate on the processes. Translation, in a
wider semiotic sense, includes not only interlinguistic translation but
also intralinguistic and intersemiotic translations [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Digital
adaptation exemplifies the latter type, while being associated with
the movement from “the literary to its representation” [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        Digital adaptation can be seen as part of the universal cultural
process. In the tradition of the Tartu-Moscow semiotic school,
selfdescription is considered a fundamental principle of culture also
known as cultural autocommunication – “a process of
interpretation, mediation, deformation, elimination” of primary and
secondary texts [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        The mnemonic and creative functions of cultural
autocommunication are not always recognized by the system of
literary education. Since the “translation from one system of text to
another always includes a certain element of untranslatability” [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ],
the result may seem distant from the original text. By acquiring a
semiotic perspective, it is possible to extend the literary pedagogy
beyond its current limits and develop a framework for the analysis
and implementation of digital adaptations. This involves not merely
a transition from printed to digital texts, but a transformation of the
entire learning experience, i.e. a reconsideration of the nature of
text, the nature of reading and the nature of new media.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. METHODOLOGY</title>
      <p>The lack of the established terminology complicates the
identification of digital adaptations. To create the current selection
(Table 1), two methods were used. Some of the digital adaptations
were found in iTunes’ catalog under the sections Books, Education,
Entertainment. The others were revealed through the direct search
on Google using keywords such as “interactive books”, “digital
books”, “digital literature”, “digital adaptations”.</p>
      <p>The study focuses on the products that include the full-length text
or, at least, the full story. In order to be placed on the list, an
adaptation needs to fit the following requirements: to be based on
previously existent literary work; to present the whole story in a full
or abridged version; to be released in last ten years; to challenge the
traditional practices of reading and learning; to be suitable for
literary education in middle or high school; to have an
Englishlanguage version.</p>
      <p>
        At the next stage, the adaptations were divided into three large
groups based on Bolter and Grusin’s remediation theory.
According to the scholars, the rivalry between media may be
described as duplication, enhancement, refashioning, or absorption
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. At the one extreme, the older medium is duplicated without
apparent irony or critique (those examples were excluded from the
selection). Adaptations of the second type tend to emphasize a
difference rather than erase it: a digital version is marketed as an
innovation even though it uses the same logics. The third option is
to refashion the older medium, while still marking its presence in
the newer one. Finally, the newer medium can absorb the older
medium entirely, so that the discontinuities between these two are
minimized.
      </p>
      <sec id="sec-2-1">
        <title>Alice for the iPad iDickens: Ghost Stories iLovecraft Collection iPoe</title>
        <p>Sherlock Holmes for the iPad
S. Holmes
The Raven (HD)
The Great Gatsby interactive book
A Clockwork Orange iPad App
Jack Kerouac's On the Road
James Joyce – The Dead
Joyce’s Ulysses: A Guide
Poems by Heart
Shakespeare
Starting Shakespeare
The Hitchhiker’s Guide to the Galaxy</p>
      </sec>
      <sec id="sec-2-2">
        <title>Education</title>
        <p>Education
Education
Education
Education
Education
Education
Education
Education
Education
Education
Education
Education
Education
Education
Education
Education
Education
Education
Education</p>
      </sec>
      <sec id="sec-2-3">
        <title>Shakespeare in Bits</title>
      </sec>
      <sec id="sec-2-4">
        <title>Shakespeare’s Sonnets</title>
      </sec>
      <sec id="sec-2-5">
        <title>The Shakespearience</title>
      </sec>
      <sec id="sec-2-6">
        <title>The Waste Land</title>
      </sec>
      <sec id="sec-2-7">
        <title>Explore Shakespeare</title>
      </sec>
      <sec id="sec-2-8">
        <title>WorldPlay Shakespeare</title>
      </sec>
      <sec id="sec-2-9">
        <title>SwipeSpeare</title>
      </sec>
      <sec id="sec-2-10">
        <title>The Homer Multitext</title>
      </sec>
      <sec id="sec-2-11">
        <title>Walden: A Fluid Text Edition</title>
      </sec>
      <sec id="sec-2-12">
        <title>Moby Dick, Great Expectations</title>
      </sec>
      <sec id="sec-2-13">
        <title>Much Ado About Nothing</title>
      </sec>
      <sec id="sec-2-14">
        <title>Author Bot (Alice in Wonderland)</title>
      </sec>
      <sec id="sec-2-15">
        <title>Twitterature</title>
      </sec>
      <sec id="sec-2-16">
        <title>Versu</title>
        <p>80 Days</p>
      </sec>
      <sec id="sec-2-17">
        <title>Frankenstein</title>
      </sec>
      <sec id="sec-2-18">
        <title>Sherlock: Interactive Adventure To Be or Not to Be 39 Steps</title>
      </sec>
      <sec id="sec-2-19">
        <title>Frankenstein HD</title>
      </sec>
      <sec id="sec-2-20">
        <title>The Great Gatsby: Classic Adventures Full</title>
      </sec>
      <sec id="sec-2-21">
        <title>Sherlock Holmes: Crimes and Punishments</title>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. FINDINGS</title>
      <p>The idea of consistency between printed media and digital
adaptations is reluctantly acknowledged by some developers and
educators. At the same time, it allows not only revealing certain
heredity, but also discovering global trends, instead of thinking in
terms of specific media formats.</p>
      <p>Developers tend to overemphasize the novelty of their products and
adhere to rhetoric rather than to the objective description. In order
to reveal the real nature of the object, a researcher has to filter out
loud claims about „interactiveness“ or „innovation“ and focus on the
structure of the product, its relation to more traditional media and
its contribution to current practices or reading.</p>
      <p>The final selection includes 58 digital adaptations which are divided
into three groups. Enhanced books (27 items) include illustrated
storybooks, multimedia collections, and reading platforms.
Refashioning (19 items) is exemplified by transmedia environments,
multitext editions and AR-products. Absorption (12 items) is
presented in social media retellings, interactive fiction and video
games. While the first type is the closest to the medium of the
book, the third type is the most distant from it.</p>
      <p>Simpler digital adaptations make the majority of the selection. Of
all products, 27 may be described as slightly enhanced e-books, in
contrast to only 4 literary video games. Almost all adaptations may
be referred to as edutainment products, with each adaptation
standing closer either to the education or entertainment pole.
However, the borderline is not clear. Even though products in
iTunes are targeted as either educational or entertaining, this is not
necessarily related to their content. In most cases, their dominant
function could also be derived from the description of the product
or the profile of its developer (for instance, universities are more
likely to deal with educational projects).</p>
    </sec>
    <sec id="sec-4">
      <title>3.1 Entertainment</title>
      <p>The entertaining function is dominant in 23 products in the
selection. Interestingly, those are both the simplest adaptations
(illustrated storybooks) and the most complex ones (social media
retellings and bots, interactive fiction, video games). In both cases,
the original texts are chosen for their potential visual appeal or the
capability to win the attention of the audience.</p>
      <p>
        The successful digitalization of literature is often predetermined by
the immanent characteristics of the original text. To a large extent,
the same features attract the authors of cinematic adaptations.
Firstly, successful texts are those that provoke suspense, curiosity,
or surprise. For these reasons, “thrillers, detectives, and spy novels
are always high on best-seller lists”, since they “are not read for the
information they contain, but for the pleasure they provide” [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
Unsurprisingly, classic detectives and mystery stories have a strong
position: digital adaptations are inspired by A. C. Doyle (5 items),
E. A. Poe (3), Mary Shelley (3), C. Dickens (2), H. P. Lovecraft
(1). Secondly, literary texts are chosen for their potential in terms
of audiovisuality. For instance, the users of S. Holmes app are
invited to “be startled as the victim’s screams resonate”, “shudder
as the blood spreads out on the pages”, and “shiver as the rain falls
into the palm of the hand”. Extremely popular app Alice for the
iPad exploits the similar technique: “Throw tarts at the Queen of
Hearts – they bounce off her! Witness the Cheshire Cat disappear
and help the Caterpillar smoke his hookah pipe”.
      </p>
      <p>As may be seen, entertaining products are mostly based on the texts
of the certain genre which are not typically used in classroom
settings. This makes difficult to define whether the unpopularity of
such products among educators results from their digital form or
simply the content.</p>
    </sec>
    <sec id="sec-5">
      <title>3.2 Education</title>
      <p>More than a half of all products (35) may be considered as mostly
educational. Some adaptations are affiliated with universities and
possess an explicit educational function: Walden Project by the
State University of New York at Geneseo; James Joyce – The
Dead by the University College Dublin; The Homer Multitext by
Harvard University; Of Mice and Men Study App by Oxford
University.</p>
      <p>Within the educational domain, reasons for digitalization can also
be manifold. First, digital products aim to facilitate the
comprehension of old texts. Thus, 14 products based on
Shakespeare’s works offer translations into modern English, videos
of word-for-word staging, thorough annotations, profiles of
characters. The study guide for John Steinbeck’s Of Mice and Men
contains profiles of characters and historical locations, while
Tolstoy. Live Pages maps the complex interrelations of real and
historical events via interactive infographics. The second
explanation is related to the complex structure or genre of literary
works. The Homer Multitext project reflects the heterogeneous
structure of Iliad and Odyssey, while a digital edition of Thoreau’s
Walden explores the stages of development through a series of
drafts. Many digital products deal with 20th-century texts that are
not easily comprehended without a context. A Clockwork Orange
iPad App supplements Anthony Burgess’ novel with archive video
and audio; mobile version of Jack Kerouac’s On the Road includes
interactive map of the story, archive photos, texts, and videos; T. S.
Elliot’s The Waste Land is enhanced with multimodal comments
and scans of the original manuscript; applications based on James
Joyce’s works contain elaborated annotations and multimedia.
Digital environments are more flexible than paper-based editions,
which makes them suitable for presenting the heterogeneity of
modern and postmodern texts.</p>
      <p>Educational features can usually be demonstrated in more or less
complex products, including interactive reading platforms and
transmedia. They can facilitate comprehension of the old or obscure
texts and explain the complex structure of literary works. However,
there are no educational products under the third type – the
absorbed text seems to be standing too far from its newer version.</p>
    </sec>
    <sec id="sec-6">
      <title>4. PEDAGOGICAL IMPLICATIONS</title>
      <p>For sure, there cannot be a universal technological solution to the
problems of literary education. The possibilities offered by each
product can be creatively adopted and integrated by teachers in
various situations. However, there are some characteristics that
may be regarded as inherent to different types of adaptations.
Enhanced versions provide more opportunities to literary education,
but may contain distractive features. The most effective ones seem
to be those that contain collections of literary-related materials or
allow students to interact with peers and teachers. In the latter case,
the digital book may become a core element in a “flipped
classroom”.</p>
      <p>Refashioning shifts the reading patterns, causing that the story is
not necessarily perceived linearly and solely from words. The
borders between formats are blurred: a literary experience is no
longer limited to reading, but implies an interaction with digital
environments. These products reconsider the limits of literature,
undermine the linearity and the authority of literary texts, and,
subsequently, are not easily adopted by conservative teachers.
Finally, absorption often implies reconstruction of the whole
storyworld using unconventional means (such as visual art or
artificial intelligence) and may be extremely costly. In most cases,
these products are positioned as games rather than books. Users
acquire control over development of the plot while acting within
the immersive environments. Implementation of such products calls
for a new multidisciplinary pedagogy that will reconcile literary
education with the needs of contemporary media communication.</p>
    </sec>
    <sec id="sec-7">
      <title>5. CONCLUSION</title>
      <p>The current research can help educators to find consistency
between literary works and their digital adaptations, while
appreciating advantages offered by different formats. Developers,
in their turn, may use it as a hint on how to find a balance between
entertainment and education. For instance, some educational
projects may benefit from more educational features, while
distinctly entertaining formats – such as video games – could be
adapted for educational environment. Judging by the popularity of
commercial digital adaptations, it is clear that the literary
experience could be highly demandable. The real challenge is to
make popular the works that do not fall into specific genres and are
not so entertaining on their own.</p>
      <p>Potential educational applications of digital adaptations are much
wider than listed above, even though they are yet to be realized.
Apart from improving already existent practices on the level of
comprehension, new technological means allow performing
activities that were hardly feasible with printed books. For instance,
in some digital environments, it is possible to discuss literary texts
with other readers, do exercises and even contribute to the
construction of the storyworld by submitting new works of art.
Now these products are not widely used at schools, that is why the
thorough examination of different functions is still needed.
Elaboration of the current research can take different directions.
Firstly, the theoretical findings could be supported by practice in
real-life literary classrooms. At the same time, the ideas may be
tested in collaborative work with the developers of digital books.
Secondly, the research may embrace a wider range of objects,
including not only full-text adaptations, but also compact retellings,
comic strips, book trailers, and other media forms.</p>
    </sec>
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