Adaptation and New Media
Adaptation and New Media
179–192
doi: 10.1093/adaptation/apq010
Advance Access publication 2 August 2010
Abstract This paper examines the relationship between the study of adaptation and the study
of new media. In particular, it approaches new media through media historian Gitelman’s frame-
work of protocols—the interrelated technological and social norms that support technology use.
Looking across several new media theorists, I suggest that the protocols of new media
encourage us to rethink adaptation in technological terms. Using video games as a case study,
I argue that adaptation suggests not only the preservation of narratives, themes, and rhythms
but also a keen recognition of technical constraints and social practices, both within the original
medium and its adaptive counterpart. Moreover, because the protocols of these systems are
socially constructed, it is up to us to determine both what and how these representations signify.
Viewing adaptation from a protocols framework encourages both audiences and producers to
recognize the consequences of media use.
On November 10, 2009, the video game Call of Duty: Modern Warfare 2 (MW2) was
released to the highest sales revenue in the industry’s history. In five days, the game
earned over $550 million, surpassing the previous five-day sales record set by the
printed version of Harry Potter and the Half-Blood Prince and more than doubling the
opening weekend box office for The Dark Knight. On the first day alone, over 2.2 million
players logged over 5.2 million hours playing the game on Xbox Live—to say nothing
of the countless others who purchased and played the game on the competing Play
station 3 platform (Takahashi).
As one of those 2.2 million, I spent a good portion of November 10th playing
through the single player ‘campaign’ of MW2. Over the course of this campaign, a
group of terrorists frames an undercover American agent for the massacre of hundreds
of Russian civilians. Throwing diplomacy to the wind, Russia seeks vengeance by
invading the continental United States. Playing the role of Private James Ramirez, an
active-duty US Army Ranger, my job was to defend the strip malls of suburban Virginia
and the remnants of our nation’s capital from the invading army, eventually storming
through a bombed-out White House to send the ‘all clear’ signal to a fleet of oncoming
US fighter jets ordered to level the city.
As some readers may have noticed, this Cold War alternative history bears a striking
resemblance to John Milius’ 1984 film Red Dawn. In Red Dawn, Swayze and Sheen,
along with a handful of other all-American teens band together, forming a guerilla
army to fight against a surprise Russian invasion of American soil. Although the details
of these film and game invasions differ, the similarities are hard to overlook. Within
MW2, the Russian invasion level is aptly named ‘Wolverines!’—the same name as
TRANSLATING TERMS
Roughly defined, new media signal a shift from analogue to digital communication.2
Within the popular press, this shift is synonymous with both the personal computer in
particular and the Internet more generally (‘New Media’). Broadly, these ‘new’ media
would include CD-ROMs, DVDs, Photoshop, YouTube, MP3 files, blogs, wikis, and a
host of other contemporary communication technologies, while remaining distinct
from ‘old’ media like analogue text, photography, television, and cinema. Yet, this
digital/analogue distinction is only part of the story. Authors in The New Media Reader
suggest several overlapping perspectives that media historians use to describe new
media. New media refer simultaneously to the digital distribution of data across
computer networks, parallel developments in post-WWII art and computer science
algorithms, to the role of software in data representation and to the aesthetics of bur-
geoning communication technologies that build on the bedrock of prior ‘screen’ media
like television and film (Wardrip-Fruin and Montfort 13–16).
Together, this combination of artefacts and their associated norms are what media
historian Gitelman refers to as protocols. The protocols of media refer to ‘a vast clutter
of normative rules and default conditions’ of media use. The protocols of e-mail, for
instance, refer to the technical industry standards that allow one-to-one Internet com-
munication, as well as ‘the QWERTY keyboards on which e-mail gets “typed” and the
Adaptation and New Media 181
shared sense people have of what the e-mail genre is’ [italics added] (Gitelman 8). Protocols are
important because they suggest that media limit audience engagement while simul
taneously responding to audience agency. Through protocols, Gitelman reminds us that
PERSPECTIVES ON PROTOCOLS
To get a handle on the nascent protocols of new media, it will help to cast a wide net.
In this section, I survey several attempts to distinguish the social practices of new media,
with the assumption that most readers are not familiar with work done in this field. In
particular, I look at three media theorists who approach new media from distinct
research backgrounds: Manovich works as both a media historian and artist, tracing
the history of new media throughout the twentieth century, while simultaneously
producing his own new media films and software. Benkler, on the other hand, approaches
new media in economic terms, looking at the effect of digital computing and infor
mation networks on production and consumption. Finally, Jenkins suggests that new
media represent a greater movement towards media convergence, a world in which
media content flows seamlessly across devices, taking different forms in different con-
texts, and ultimately promoting greater participation. Using these three theorists as our
foundation, we can begin to see how adaptation might inform new media practices.
182 MICHAEL RYAN MOORE
For Manovich, the digitization of new media ultimately leads to a media landscape
tailored to individual tastes. In their barest digital form, new media exist as data, as
pure ‘numerical representation’ (27). We can reduce each Photoshop picture and You-
own critical interpretations and deliberate reworkings in the form of fan communities,
fanfiction, and fanzines ( Jenkins, Convergence Culture 256–57). Consequently, for Jenkins,
the shift from old to new media is a matter of degree. New media lower the barriers to
SIMULATION/ADAPTATION
Over the past decade, video games have become one of the most familiar ways for au-
diences to engage with new media. According to a 2009 NPD study, nearly 64% of
Americans reported playing video games in the past six months, outnumbering the
184 MICHAEL RYAN MOORE
53% who reported purchasing movie tickets during the same time frame (Whitney).
Moreover, despite popular stereotypes, Nielsen reports show that within the United
States, the largest percentage of computer video game players are not teenage boys, but
From Transformers to The Godfather, Pirates of the Caribbean to Blade Runner, on a long enough
timeline, nearly all of our commercially and critically acclaimed films find themselves
re-imagined as virtual worlds. Often there is a delightful recursion to the whole process,
as game designers model their video games on blockbuster films that were themselves
adapted from famous novels or comic book series. Rather than playing a generic King
Kong game, players are subject to Peter Jackson’s King Kong: The Official Game of the Movie
(McEachern, ‘Aping Film’). Although decidedly rarer, video games can also inspire filmic
adaptations. When a particular game earns hefty revenues and recognition, Hollywood
Adaptation and New Media 185
executives seem unable to keep their distance. In 2008, for example, Mark Wahlberg
starred in the theatrical adaptation of Remedy Entertainment’s award winning game
Max Payne, while Peter Jackson’s involvement with the doomed adaptation of the Halo
are the economics of Hollywood production. Within the studio system, games play
second fiddle to films; licensed film-based games provide movie fans with yet another
opportunity to buy into the film franchise. Few games demonstrate this corporate
narrative of Alice in Wonderland and the Grimm fairy tales, while simultaneously opening
these worlds to player choice. American McGee’s Alice not only offers a reimagining of the
well-known tale but also invites players to place themselves within it.
as important (if not more important) than narrative, theme, or tone. The Nintendo Wii,
for instance, incorporates physical movement along with the standard button presses
common to most video game consoles. By taking advantage of these new inputs, ports
Setting safeguards aside for the moment, we can interrogate this first relationship
between modding and personalization through the lens of adaptation. Games like
Perfect Dark: Source represent a small, but active community producing fan-made game-to-
Regardless of one’s opinion on The Beatles: Rock Band, the game embodies video game
production companies’ ongoing effort to adapt historical events into contingent game-
play experiences. Contingency is a fundamental protocol of digital play. Video games
CONCLUSIONS
Andrew writes, ‘The study of adaptation is logically tantamount to the study of cinema
as a whole’ (103). As we look at cinema’s role in adapting novels, plays, and films, we
cannot help but look at cinema as a signifying system, at the way cinema ‘sees’ the
Adaptation and New Media 191
world. I would expand this argument to say the study of adaptation is necessarily the
study of media itself—of the protocols that support both the adapted medium and the
medium to which a work is being adapted. Looking specifically at video games, we find
NOTES
1
It is worth mentioning that MW2 is rife with adaptations. In one level, players breach a well-guarded
prison shower, eerily reminiscent of a famous scene from 1996s The Rock, which coincidentally, like MW2,
was also scored by Hans Zimmer.
2
While many new media authors (including ones I discuss at great length below) distance themselves from
the umbrella term ‘digital’, I choose to adopt it for the same reasons they reject it. Because new media are
constantly evolving (because there is always newer media), non-specialists can often be forced out of a dis-
cussion by overly technical language. Although the breadth of the term ‘digital’ stymies specificity, this
same breadth provides accessibility to a wider audience.
3
The ongoing debate in game studies between Narratology and Ludology is beyond the scope of this pa-
per. However, the author recommends Janet Murray’s 2005 DiGRA keynote speech, ‘The Last Word on
Ludology v Narratology in Game Studies’.
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