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Why Do Video Game Adaptations Fail? The Case of 2005's Doom

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This paper analyses the errors of adapting video games into the medium of films, using the Doom video game franchise and its 2005 film adaptation as an example. Through a ludological transmedia analysis and a qualitative research the thesis proposes that due to the fundamental differences found between films and games an adaptation cannot faithfully recreate the same experience for a viewer that a game provides. Additionally, the paper discusses the lack of agency and immersion that come into play with 2005’s Doom.

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