Playing With the Dead

Author:

Donald Iain1,Austin Hailey J.2

Affiliation:

1. Abertay University, UK

2. University of Dundee, UK

Abstract

This chapter discusses the theory and practice of transmedia narratives within the storyworld created by Robert Kirkman, Tony Moore and Charlie Adlard's comics series The Walking Dead. It examines key aspects from the comics series and AMC's adaptive television franchise to consider how both have been utilized and adapted for games. Particular focus will be paid to Telltale Games' The Walking Dead, Gamagio's The Walking Dead Assault and Terminal Reality's The Walking Dead: Survival Instinct. The chapter explains the core concepts of transmedia narratives as they relate to The Walking Dead, places the games in the context of both the comics and television franchise, examines the significance of commercial and grassroot extensions and considers the role gaming and interactive narratives have within rich storyworlds. In examining The Walking Dead as a transmedia property, the authors demonstrate how vast narratives are adopted, modified and transformed in contemporary popular culture.

Publisher

IGI Global

Reference58 articles.

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2. Boyle, D. (2003). 28 days later. 20th Century Fox Home Entertainment, Inc.

3. Crecente, B. (2015). The Kirkman Effect: How an undead army may recreate entertainment. Polygon. Retrieved 3 August 2017, from https://www.polygon.com/features/2015/3/30/8311735/the-walking-dead-invincible-outcast-fear-the-walking-dead-interview-robert-kirkman

4. Cryptozoic Entertainment. (2011). The walking dead board game [Board game]. Lake Forest, CA: Cryptozoic Entertainment.

5. Eliot, T. S. (1921). The sacred wood: Essays on poetry and criticism. New York, NY: Bartleby.com.

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