Gaming the Heart of Darkness

The history of Joseph Conrad’s Heart of Darkness has been one of adaptation and change. The enduring story is based upon Conrad’s experiences in the Congo in the 1890s and was published as a novella in 1902. Since then, the story has been criticised for racism by Nigerian writer...

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Main Authors: Fruzsina Pittner, Iain Donald
Format: Article
Language:English
Published: MDPI AG 2018-09-01
Series:Arts
Subjects:
Online Access:http://www.mdpi.com/2076-0752/7/3/46
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author Fruzsina Pittner
Iain Donald
author_facet Fruzsina Pittner
Iain Donald
author_sort Fruzsina Pittner
collection DOAJ
description The history of Joseph Conrad’s Heart of Darkness has been one of adaptation and change. The enduring story is based upon Conrad’s experiences in the Congo in the 1890s and was published as a novella in 1902. Since then, the story has been criticised for racism by Nigerian writer Chinua Achebe and relocated to Vietnam by Francis Ford Coppola as Apocalypse Now, influencing computer games such as Far Cry 2 and Spec Ops: The Line. In examining the adaptations of Heart of Darkness, we can consider how the story evolves from the passive reading of post-colonial narratives through to the active participation in morally ambiguous decisions and virtual war crimes through digital games: examining Conrad’s story as it has been adapted for other mediums provides a unique lens in which to view storytelling and retelling within the context of how we interpret the world. This paper compares the source material to its adaptations, considering the blending of historical fact and original fiction, the distortion of the original story for the purpose of creating new meaning, and reflects on whether interactivity impacts upon the feeling of immersion and sense of responsibility in audiences of different narratives.
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spelling doaj.art-427f862606734935be66aec376c331782022-12-22T02:24:27ZengMDPI AGArts2076-07522018-09-01734610.3390/arts7030046arts7030046Gaming the Heart of DarknessFruzsina Pittner0Iain Donald1School of Humanities, University of Dundee, Dundee DD1 4HN, UKDivision of Games and Arts, School of Design and Informatics, Abertay University, Dundee DD1 1HG, UKThe history of Joseph Conrad’s Heart of Darkness has been one of adaptation and change. The enduring story is based upon Conrad’s experiences in the Congo in the 1890s and was published as a novella in 1902. Since then, the story has been criticised for racism by Nigerian writer Chinua Achebe and relocated to Vietnam by Francis Ford Coppola as Apocalypse Now, influencing computer games such as Far Cry 2 and Spec Ops: The Line. In examining the adaptations of Heart of Darkness, we can consider how the story evolves from the passive reading of post-colonial narratives through to the active participation in morally ambiguous decisions and virtual war crimes through digital games: examining Conrad’s story as it has been adapted for other mediums provides a unique lens in which to view storytelling and retelling within the context of how we interpret the world. This paper compares the source material to its adaptations, considering the blending of historical fact and original fiction, the distortion of the original story for the purpose of creating new meaning, and reflects on whether interactivity impacts upon the feeling of immersion and sense of responsibility in audiences of different narratives.http://www.mdpi.com/2076-0752/7/3/46storytellingdigital gamestransmedialiterary adaptation
spellingShingle Fruzsina Pittner
Iain Donald
Gaming the Heart of Darkness
Arts
storytelling
digital games
transmedia
literary adaptation
title Gaming the Heart of Darkness
title_full Gaming the Heart of Darkness
title_fullStr Gaming the Heart of Darkness
title_full_unstemmed Gaming the Heart of Darkness
title_short Gaming the Heart of Darkness
title_sort gaming the heart of darkness
topic storytelling
digital games
transmedia
literary adaptation
url http://www.mdpi.com/2076-0752/7/3/46
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