For the first half of this post I have used the article Videojuegos trasladados al cine: análisis y caracterización de la narrativa audiovisual en ambos medios
by Águeda Delgado Ponce and Francisco Granados García, which was
published in the 10th edition of the Revista Comunicación (impact factor
1.102).
The paper mainly deals with the narrative
consequences of the translations of videogames that have been adapted
into movies, with a specific focus on the way that both platforms shape
the content and the alterations that have had to be made as a
consequence of that discrepancy. As such, the main qualitative method is
content analysis, which in the case of the videogame texts is combined
with a ludologist-/narratologist analysis as well as a methodologist
background about the discussion whether those two can be strictly
separated.
As with the article for last week's theme,
the article doesn't strictly utilize qualitative methods, but instead
opts for a combination of qualitative and quantitative methods. The
qualitative approach is used on a select number of objects, including
the Tomb Raider, Final Fantasy and Resident Evil and their
respective movie adaptations. Quantitative methods are then used to
justify the choice for these objects as well as elaborate on to which
degree they are representative of the videogame adaptations industry as a
whole.
I have elected to use the same paper as an example of case study, seeing as it it serves simultaneously as both an example of qualitative studies and case study. These three game-movie couples qualify as case studies, being single instances of the greater concept (in
this case, videogame adaptations) being studied. What this specific
paper does well is that is has used some of the major titles in
videogame adaptation history as it's casus, though diverse enough in
terms of genre, audience demographic and both commercial and critical
success. This is a particular help in analyzing the data, because it allows for a varied cross-case pattern search.
However, because the entire concept of videogame adaptations is
a very young one, the fact that they are a relatively large amount of
time apart makes it somewhat problematic to compare them to each other at the same time - seeing as the entire field has seen enormous development in the short
timespan in between. As such, the shaping hypotheses and enfolding literature phases are more apparent, with the latter relying specifically on more established traditions such as those surrounding Henry Jenkins, specifically his work on transmediality. As such, it is not possible to automatically assume
these three games as being representative for the current or future
state of videogame adaptations.
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