=Paper= {{Paper |id=Vol-1914/NHT17-3 |storemode=property |title=Digital Adaptations: Types, Meanings, and Implications for Literary Education |pdfUrl=https://ceur-ws.org/Vol-1914/NHT17-3.pdf |volume=Vol-1914 |authors=Alexandra Milyakina |dblpUrl=https://dblp.org/rec/conf/ht/Milyakina17 }} ==Digital Adaptations: Types, Meanings, and Implications for Literary Education== https://ceur-ws.org/Vol-1914/NHT17-3.pdf
Digital Adaptations: Types, Meanings, and Implications for
                    Literary Education
         Alexandra Milyakina
             University of Tartu
              Tartu, Estonia
            milyakin@ut.ee

ABSTRACT
Digital adaptations of literary works possess an ambiguous status in      Digital adaptation can be seen as part of the universal cultural
education. Even though they have been in use several decades, their       process. In the tradition of the Tartu-Moscow semiotic school, self-
impact on learning is not sufficiently studied. Apart from lacking        description is considered a fundamental principle of culture also
technological confidence, educators are skeptical about viewing           known as cultural autocommunication – “a process of
digital texts as relevant to literary discourse. In their turn,           interpretation, mediation, deformation, elimination” of primary and
developers are not always interested in fitting the school needs and      secondary texts [5].
tend to market their products as innovations. The study aims to
provide a semiotic framework for regarding digital adaptations in a       The      mnemonic      and     creative     functions     of   cultural
wider context of cultural autocommunication and placing them in           autocommunication are not always recognized by the system of
the system of literary education. Existing examples of digital            literary education. Since the “translation from one system of text to
adaptations are collected, classified and analyzed.                       another always includes a certain element of untranslatability” [6],
                                                                          the result may seem distant from the original text. By acquiring a
                                                                          semiotic perspective, it is possible to extend the literary pedagogy
Keywords                                                                  beyond its current limits and develop a framework for the analysis
Digital adaptation, digital books, literary education, translation,       and implementation of digital adaptations. This involves not merely
cultural autocommunication                                                a transition from printed to digital texts, but a transformation of the
                                                                          entire learning experience, i.e. a reconsideration of the nature of
1. INTRODUCTION                                                           text, the nature of reading and the nature of new media.
Due to its blurred borders, the research field is characterized by a
terminological incoherence. Dozens of notions are employed both           2. METHODOLOGY
in academic conceptualization and marketing of the literature-            The lack of the established terminology complicates the
related objects. Digital, or electronic literature is the most            identification of digital adaptations. To create the current selection
commonly used umbrella term for different types of objects: digital       (Table 1), two methods were used. Some of the digital adaptations
books, interactive fiction, transmedia storytelling, etc. Ergodic         were found in iTunes’ catalog under the sections Books, Education,
literature, a notion developed by Espen Aarseth [1], extends this         Entertainment. The others were revealed through the direct search
range by including video games or even ancient wall inscriptions          on Google using keywords such as “interactive books”, “digital
that present religious texts non-linearly.                                books”, “digital literature”, “digital adaptations”.
The acknowledgement of literary discourse as an integral part of          The study focuses on the products that include the full-length text
the overall media landscape challenges the conventional                   or, at least, the full story. In order to be placed on the list, an
understanding of the literariness [2]. For instance, it is not clear      adaptation needs to fit the following requirements: to be based on
whether a novel-based video game could be considered as                   previously existent literary work; to present the whole story in a full
literature. Semiotics allows disregarding any differences between         or abridged version; to be released in last ten years; to challenge the
formats in order to concentrate on the processes. Translation, in a       traditional practices of reading and learning; to be suitable for
wider semiotic sense, includes not only interlinguistic translation but   literary education in middle or high school; to have an English-
also intralinguistic and intersemiotic translations [3]. Digital          language version.
adaptation exemplifies the latter type, while being associated with
the movement from “the literary to its representation” [4].               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
                                                                          [7]. 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
NHT’17, Prague, Czech Republic, July 2017                                 minimized.
Copyright held by the author(s).
                     Name                           Developer                  Type         Subtype      Targeting
Alice for the iPad                     Atomic Antelope                                                 Entertainment
iDickens: Ghost Stories                Museum of London                                                Entertainment
iLovecraft Collection                  iClassics Productions, S.L.                                     Entertainment
iPoe                                   iClassics Productions, S.L.                                     Entertainment
                                                                                         Illustrated
Sherlock Holmes for the iPad           Gutenbergz, Inc                                   storybooks    Entertainment
S. Holmes                              Byook                                                           Entertainment
The Raven (HD)                         vNovel Interactive                                              Entertainment
The Great Gatsby interactive book      Underpage                                                       Entertainment
A Clockwork Orange iPad App            Random House                                                    Entertainment
Jack Kerouac's On the Road             Penguin Group USA                                               Education
James Joyce – The Dead                 University College Dublin                                       Education
Joyce’s Ulysses: A Guide               Naxos Digital Services Ltd.                                     Education
Poems by Heart                         Penguin Group USA                                               Education
                                                                                         Multimedia
                                                                          Enhancement
Shakespeare                            Shakespeare.com                                   collections   Education
Starting Shakespeare                   Deeper Richer                                                   Education
The Hitchhiker’s Guide to the Galaxy   Missing Inc Studios                                             Entertainment
The Poetry Hour                                                                                        Education
                                       Josephine Hart Poetry Foundation
Tolstoy. Live Pages                    Articul Media                                                   Education
Ulysses                                Genius                                                          Education
                                                                                         Interactive
Infinite Ulysses                       Amanda Visconti                                   comments      Education
Actively Learn                         Actively Learn                                                  Education
Babeleo                                Babeleo Books                                                   Education
BookBites                              BookBites                                                       Education
Curriculet                             Curriculet                                        Reading
                                                                                                       Education
                                                                                         platforms
LitCharts                              LitCharts LLC                                                   Education
MyON                                   MyON                                                            Education
Subtext                                Renaissance Learning                                            Education
Canterbury Tales                       Weekly Reader                                                   Education
Folger Luminary Shakespeare            Luminary Digital Media LLC                                      Education
Gamebooks: Read and Learn English      Oxford University Press                                         Education
Mark Twain                             Weekly Reader                                                   Education
MIT Global Shakespeare Project         MIT                                Refashioning   Transmedia    Education
O Brave New World                      RETZ                                                            Education
Of Mice and Men Study App              Mammoth Graphics Ltd                                            Education
Poe Web Site                           Weekly Reader                                                   Education
Shakespeare at Play                    Tim Chisholm                                                    Education
Shakespeare in Bits                              Mindconnex Learning Ltd.                                                       Education
Shakespeare’s Sonnets                            Touchpress Inc                                                                 Education
The Shakespearience                              Sourcebooks                                                                    Education
The Waste Land                                   Touchpress Limited                                                             Education
Explore Shakespeare                              Cambridge University Press                                                     Education
WorldPlay Shakespeare                            The New Book Press                                                             Education
SwipeSpeare                                      Golgotha Press, Inc                                                            Education
The Homer Multitext                              Harvard University                                           Multitext
                                                                                                                                Education
                                                                                                              editions
Walden: A Fluid Text Edition                     Digital Thoreau                                                                Education
Moby Dick, Great Expectations                    Penguin, Zappar                                              AR                Entertainment
Much Ado About Nothing                           Ophelia Project, Weekly Reader                                                 Entertainment
Twitterature                                     Penguin                                                                        Entertainment
                                                                                                              Social media
Author Bot (Alice in Wonderland)                 Fastbot                                                      and bots          Entertainment
Versu                                            Linden Lab                                                                     Entertainment
80 Days                                          Inkle                                                                          Entertainment
Frankenstein                                     Inkle                                        Absorption                        Entertainment
                                                                                                              Interactive
Sherlock: Interactive Adventure                  HAAB                                                         fiction           Entertainment
To Be or Not to Be                               Tin Man Games                                                                  Entertainment
39 Steps                                         The Story Mechanics                                                            Entertainment
Frankenstein HD                                  Anuman                                                                         Entertainment
                                                                                                              Video games
The Great Gatsby: Classic Adventures Full        Hullabu, Inc                                                                   Entertainment
Sherlock Holmes: Crimes and Punishments          Frogwares                                                                      Entertainment


Table 1. Typology of digital adaptations.
                                                                            Simpler digital adaptations make the majority of the selection. Of
                                                                            all products, 27 may be described as slightly enhanced e-books, in
3. FINDINGS                                                                 contrast to only 4 literary video games. Almost all adaptations may
The idea of consistency between printed media and digital                   be referred to as edutainment products, with each adaptation
adaptations is reluctantly acknowledged by some developers and              standing closer either to the education or entertainment pole.
educators. At the same time, it allows not only revealing certain           However, the borderline is not clear. Even though products in
heredity, but also discovering global trends, instead of thinking in        iTunes are targeted as either educational or entertaining, this is not
terms of specific media formats.                                            necessarily related to their content. In most cases, their dominant
Developers tend to overemphasize the novelty of their products and          function could also be derived from the description of the product
adhere to rhetoric rather than to the objective description. In order       or the profile of its developer (for instance, universities are more
to reveal the real nature of the object, a researcher has to filter out     likely to deal with educational projects).
loud claims about „interactiveness“ or „innovation“ and focus on the
structure of the product, its relation to more traditional media and        3.1 Entertainment
its contribution to current practices or reading.                           The entertaining function is dominant in 23 products in the
The final selection includes 58 digital adaptations which are divided       selection. Interestingly, those are both the simplest adaptations
into three groups. Enhanced books (27 items) include illustrated            (illustrated storybooks) and the most complex ones (social media
storybooks, multimedia collections, and reading platforms.                  retellings and bots, interactive fiction, video games). In both cases,
Refashioning (19 items) is exemplified by transmedia environments,          the original texts are chosen for their potential visual appeal or the
multitext editions and AR-products. Absorption (12 items) is                capability to win the attention of the audience.
presented in social media retellings, interactive fiction and video         The successful digitalization of literature is often predetermined by
games. While the first type is the closest to the medium of the             the immanent characteristics of the original text. To a large extent,
book, the third type is the most distant from it.                           the same features attract the authors of cinematic adaptations.
Firstly, successful texts are those that provoke suspense, curiosity,     4. PEDAGOGICAL IMPLICATIONS
or surprise. For these reasons, “thrillers, detectives, and spy novels    For sure, there cannot be a universal technological solution to the
are always high on best-seller lists”, since they “are not read for the   problems of literary education. The possibilities offered by each
information they contain, but for the pleasure they provide” [8].         product can be creatively adopted and integrated by teachers in
Unsurprisingly, classic detectives and mystery stories have a strong      various situations. However, there are some characteristics that
position: digital adaptations are inspired by A. C. Doyle (5 items),      may be regarded as inherent to different types of adaptations.
E. A. Poe (3), Mary Shelley (3), C. Dickens (2), H. P. Lovecraft
(1). Secondly, literary texts are chosen for their potential in terms     Enhanced versions provide more opportunities to literary education,
of audiovisuality. For instance, the users of S. Holmes app are           but may contain distractive features. The most effective ones seem
invited to “be startled as the victim’s screams resonate”, “shudder       to be those that contain collections of literary-related materials or
as the blood spreads out on the pages”, and “shiver as the rain falls     allow students to interact with peers and teachers. In the latter case,
into the palm of the hand”. Extremely popular app Alice for the           the digital book may become a core element in a “flipped
iPad exploits the similar technique: “Throw tarts at the Queen of         classroom”.
Hearts – they bounce off her! Witness the Cheshire Cat disappear
                                                                          Refashioning shifts the reading patterns, causing that the story is
and help the Caterpillar smoke his hookah pipe”.
                                                                          not necessarily perceived linearly and solely from words. The
As may be seen, entertaining products are mostly based on the texts       borders between formats are blurred: a literary experience is no
of the certain genre which are not typically used in classroom            longer limited to reading, but implies an interaction with digital
settings. This makes difficult to define whether the unpopularity of      environments. These products reconsider the limits of literature,
such products among educators results from their digital form or          undermine the linearity and the authority of literary texts, and,
simply the content.                                                       subsequently, are not easily adopted by conservative teachers.
                                                                          Finally, absorption often implies reconstruction of the whole
3.2 Education                                                             storyworld using unconventional means (such as visual art or
More than a half of all products (35) may be considered as mostly         artificial intelligence) and may be extremely costly. In most cases,
educational. Some adaptations are affiliated with universities and        these products are positioned as games rather than books. Users
possess an explicit educational function: Walden Project by the           acquire control over development of the plot while acting within
State University of New York at Geneseo; James Joyce – The                the immersive environments. Implementation of such products calls
Dead by the University College Dublin; The Homer Multitext by             for a new multidisciplinary pedagogy that will reconcile literary
Harvard University; Of Mice and Men Study App by Oxford                   education with the needs of contemporary media communication.
University.
Within the educational domain, reasons for digitalization can also        5. CONCLUSION
be manifold. First, digital products aim to facilitate the                The current research can help educators to find consistency
comprehension of old texts. Thus, 14 products based on                    between literary works and their digital adaptations, while
Shakespeare’s works offer translations into modern English, videos        appreciating advantages offered by different formats. Developers,
of word-for-word staging, thorough annotations, profiles of               in their turn, may use it as a hint on how to find a balance between
characters. The study guide for John Steinbeck’s Of Mice and Men          entertainment and education. For instance, some educational
contains profiles of characters and historical locations, while           projects may benefit from more educational features, while
Tolstoy. Live Pages maps the complex interrelations of real and           distinctly entertaining formats – such as video games – could be
historical events via interactive infographics. The second                adapted for educational environment. Judging by the popularity of
explanation is related to the complex structure or genre of literary      commercial digital adaptations, it is clear that the literary
works. The Homer Multitext project reflects the heterogeneous             experience could be highly demandable. The real challenge is to
structure of Iliad and Odyssey, while a digital edition of Thoreau’s      make popular the works that do not fall into specific genres and are
Walden explores the stages of development through a series of             not so entertaining on their own.
drafts. Many digital products deal with 20th-century texts that are
                                                                          Potential educational applications of digital adaptations are much
not easily comprehended without a context. A Clockwork Orange
                                                                          wider than listed above, even though they are yet to be realized.
iPad App supplements Anthony Burgess’ novel with archive video
                                                                          Apart from improving already existent practices on the level of
and audio; mobile version of Jack Kerouac’s On the Road includes
                                                                          comprehension, new technological means allow performing
interactive map of the story, archive photos, texts, and videos; T. S.
                                                                          activities that were hardly feasible with printed books. For instance,
Elliot’s The Waste Land is enhanced with multimodal comments
                                                                          in some digital environments, it is possible to discuss literary texts
and scans of the original manuscript; applications based on James
                                                                          with other readers, do exercises and even contribute to the
Joyce’s works contain elaborated annotations and multimedia.
                                                                          construction of the storyworld by submitting new works of art.
Digital environments are more flexible than paper-based editions,
                                                                          Now these products are not widely used at schools, that is why the
which makes them suitable for presenting the heterogeneity of
                                                                          thorough examination of different functions is still needed.
modern and postmodern texts.
                                                                          Elaboration of the current research can take different directions.
Educational features can usually be demonstrated in more or less
                                                                          Firstly, the theoretical findings could be supported by practice in
complex products, including interactive reading platforms and
                                                                          real-life literary classrooms. At the same time, the ideas may be
transmedia. They can facilitate comprehension of the old or obscure
                                                                          tested in collaborative work with the developers of digital books.
texts and explain the complex structure of literary works. However,
                                                                          Secondly, the research may embrace a wider range of objects,
there are no educational products under the third type – the
                                                                          including not only full-text adaptations, but also compact retellings,
absorbed text seems to be standing too far from its newer version.
                                                                          comic strips, book trailers, and other media forms.
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