Video games are one of the newest ways of expression brought by the digital age, in which the individual passes interactively to an alternative reality. MOBA-based games, one of the leading real-time games that have gained popularity in recent years, have recently been adapted to Netflix, one of the digital platforms, as a series and attracted the attention of players/viewers. The TV series and film industry continues to use original stories in storytelling, as well as adap ting stories from other sources to their narrative. The most recent of these resources is video game stories that come to the fore with digitalization. MOBA games, the first adaptations of which have been made recently, have joined the cinema's resource range and have been found worthy of processing by filmmakers. Despite the limited space and character depth and elaboration of the game stories, it is seen that many new characters and events have been added in the series narratives adapted from the games. The plot of the series has been expanded with the side stories established, and the games have been changed in adaptations in terms of narrative. This study questions how the game stories are adapted to the cinematic environment and the similarities and differences between the game and the series narrative. In the study, DOTA: Dragon's Blood and League of Legends games and the adaptations of these games called Arcane and Dragon's Blood were chosen as samples, reinforcing the relations between the characters in the series with the limited storyline in the games, and the narrative elements that changed by the nature of the adaptation were analyzed by making narrative analysis and examined through adaptation's five creative elements.
Birincil Dil | Türkçe |
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Konular | İletişim ve Medya Çalışmaları |
Bölüm | Makaleler |
Yazarlar | |
Yayımlanma Tarihi | 30 Eylül 2022 |
Gönderilme Tarihi | 18 Temmuz 2022 |
Kabul Tarihi | 21 Eylül 2022 |
Yayımlandığı Sayı | Yıl 2022 |