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Echoes of the gothic

Transmedia reinterpretations of Edgar Allan Poe’s legacy in independent films and video games

Bibliographic Data

ID22233003
AuthorsAngel Torres-Toukoumidis (0000-0002-7727-3985, Politecnica Salesiana University, corresponding author), Tatiana León-Alberca (0000-0002-7448-9756, Universidad Nacional de Educación), Eduardo Henriquez-Mendoza (Universidad Nacional de Loja)
Year2024
Volume11
Issue1
Publication date2024-06-27
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueHumanities and Social Sciences Communications (JOURNAL)
Journal identifiersISSN: 2662-9992 • E-ISSN: 2662-9992
PublisherSpringer Science and Business Media LLC (PUBLISHER)
DOI10.1057/s41599-024-03370-1
OpenAlexW4400077921
LanguageEN
Citations received1
References cited31

This study critically examines the development of audiovisual and interactive content that draws on Edgar Allan Poe’s oeuvre, with a particular focus on the interplay of transmedia storytelling and gothic elements within these narratives. Utilizing summative content analysis and non-participant observation, this research investigates five films and five independent video games that reinterpret Poe’s literary themes. The results underscore the necessity of incorporating Mythos, Topos, and Ethos in adaptations to faithfully evoke the profound emotional resonance and explore the psychological and existential dilemmas inherent in Poe’s works. Our analysis reveals distinct narrative strategies in cinema and video games: while horror predominates in film, integrating supernatural elements to evoke fear, video games predominantly leverage noir, crafting complex crime narratives infused with cynicism and dark ambiance. Additionally, the study highlights how gothic elements of abjection and sublimity are leveraged to navigate themes of mortality, morality, and the uncanny, thereby ensuring the continued relevance of Poe’s legacy in contemporary media landscapes. This adaptation process not only preserves the essence of Poe’s narrative but also dynamically engages a modern audience through innovative transmedia platforms, illustrating the enduring impact of his work on popular culture

Aesthetics · Art · Art history · Ethos · Hollywood · Literature · Movie theater · Multimedia · Narrative · Performative utterance · Sociology · Storytelling · Video game · Cinema and Media Studies · Computer Science · Digital Games and Media · Philosophy · Shakespeare, Adaptation, and Literary Criticism

  • Play Me for a Fool

    Open Access•Valentina Romanzi•American, British and Canadian…•2025

  • Contemporary American Independent Film

    Christine Holmlund, Justin Wyatt•Contemporary American Independent…•2004

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    Open Access•Dennis R Perry, Carl H Sederholm•Adapting Poe•2012

  • Narrative analysis.

    Michael Bamberg•APA Handbook of Research Methods…•2012

  • Reader influence on the creation of transmedia science fiction

    Open Access•Han Xu, Javier González Patiño et al.•Humanities and Social Sciences…•2023

  • Anti-transcendentalism and dark romanticism in Poe's "The Masque of the Red Death"

    Open Access•Sofia Lopes•Entrelinhas•2021

  • The Routledge Companion to Transmedia Studies

    Matthew Freeman, Renira Rampazzo Gambarato•Routledge Companion to Transmedia…•2018

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  • Spreadable Media

    H Jenkins, Sam Ford et al.•Cinema Journal•2014

  • A Philosophical Enquiry into the Origin of Our Ideas of the Sublime and Beautiful

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  • Audiovisual Narrative Genres as a Tool for Advertising Research

    Open Access•Víctor Hernández‐Santaolalla, Jorge David Fernández Gómez et al.•Estudios sobre el Mensaje…•2022

  • Approaching Abjection

    Open Access•Julia Kristeva•Oxford Literary Review•1982

  • Three Approaches to Qualitative Content Analysis

    Open Access•Hsiu-Fang Hsieh, Sarah E Shannon•Qualitative Health Research•2005

Unique citing works1
Citations per year1
Citation span2025 - 2025 (1)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 1

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