Pericles, Prince of Tyre: transforming a Shakespeare play for gamified experience
This paper is rooted in an exploration of an ongoing research project to produce a VR game based on Shakespeare’s lesser-known romance Pericles, Prince of Tyre. We argue that the play, a maritime travelogue recounting the story of a family separated at sea and brought together again by fate, is well...
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sg-ntu-dr.10356-1738312024-03-02T16:53:19Z Pericles, Prince of Tyre: transforming a Shakespeare play for gamified experience Rall, Hannes Harper, Emma School of Art, Design and Media Arts and Humanities Gamification Shakespeare This paper is rooted in an exploration of an ongoing research project to produce a VR game based on Shakespeare’s lesser-known romance Pericles, Prince of Tyre. We argue that the play, a maritime travelogue recounting the story of a family separated at sea and brought together again by fate, is well suited for the demands of gamification, offering rich potential for first-person problem-solving, self-discovery, and world exploration. While its episodic nature, diversity of settings, and unexpected narrative trajectory have challenged those wishing to present the play on the traditional stage, we demonstrate how approaching the text through the lens of immersive gamified media offers the opportunity to re-evaluate and reconsider the “flawed” perception of the text. The paper takes our project as a case study to outline how we approached the process of adapting the original play for gamification, framing our project within the broader context of both game adaptations of Shakespeare’s other works and previous creative, experimental adaptations of Pericles. In particular, we highlight how our practice-led research approach and partnership between animators, technical developers, and researchers at Nanyang Technological University, Singapore, and leading Shakespeare scholars associated with The Shakespeare Institute at the University of Birmingham, UK, brings together creative production, technical development, and academic research to create an experience that is both entertaining and offers an innovative interrogation of Shakespeare’s original plot and language. We hope the discussion offers valuable insight into both novel approaches to the adaptation of Shakespeare’s works and the gamification of classic texts more broadly. Ministry of Education (MOE) Published version This research is supported by the Ministry of Education, Singapore, under AcRF T2 Grant MOE-T2EP40120-003 “From Print to Digital Continued: Expanded Research into adapting Shakespeare for VR, AR and AI.” 2024-02-29T06:16:19Z 2024-02-29T06:16:19Z 2023 Journal Article Rall, H. & Harper, E. (2023). Pericles, Prince of Tyre: transforming a Shakespeare play for gamified experience. Sic: a Journal of Literature, Culture and Literary Translation, 13(3), 1-23. https://dx.doi.org/10.15291/sic/3.13.lc.4 1847-7755 https://hdl.handle.net/10356/173831 10.15291/sic/3.13.lc.4 2-s2.0-85178369158 3 13 1 23 en MOE-T2EP40120-003 sic: a Journal of Literature, Culture and Literary Translation © 2023 [sic] - A Journal of Literature, Culture and Literary Translation. This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. application/pdf |
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Arts and Humanities Gamification Shakespeare Rall, Hannes Harper, Emma Pericles, Prince of Tyre: transforming a Shakespeare play for gamified experience |
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This paper is rooted in an exploration of an ongoing research project to produce a VR game based on Shakespeare’s lesser-known romance Pericles, Prince of Tyre. We argue that the play, a maritime travelogue recounting the story of a family separated at sea and brought together again by fate, is well suited for the demands of gamification, offering rich potential for first-person problem-solving, self-discovery, and world exploration. While its episodic nature, diversity of settings, and unexpected narrative trajectory have challenged those wishing to present the play on the traditional stage, we demonstrate how approaching the text through the lens of immersive gamified media offers the opportunity to re-evaluate and reconsider the “flawed” perception of the text. The paper takes our project as a case study to outline how we approached the process of adapting the original play for gamification, framing our project within the broader context of both game adaptations of Shakespeare’s other works and previous creative, experimental adaptations of Pericles. In particular, we highlight how our practice-led research approach and partnership between animators, technical developers, and researchers at Nanyang Technological University, Singapore, and leading Shakespeare scholars associated with The Shakespeare Institute at the University of Birmingham, UK, brings together creative production, technical development, and academic research to create an experience that is both entertaining and offers an innovative interrogation of Shakespeare’s original plot and language. We hope the discussion offers valuable insight into both novel approaches to the adaptation of Shakespeare’s works and the gamification of classic texts more broadly. |
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School of Art, Design and Media |
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School of Art, Design and Media Rall, Hannes Harper, Emma |
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Rall, Hannes Harper, Emma |
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Rall, Hannes |
title |
Pericles, Prince of Tyre: transforming a Shakespeare play for gamified experience |
title_short |
Pericles, Prince of Tyre: transforming a Shakespeare play for gamified experience |
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Pericles, Prince of Tyre: transforming a Shakespeare play for gamified experience |
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Pericles, Prince of Tyre: transforming a Shakespeare play for gamified experience |
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Pericles, Prince of Tyre: transforming a Shakespeare play for gamified experience |
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pericles, prince of tyre: transforming a shakespeare play for gamified experience |
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2024 |
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https://hdl.handle.net/10356/173831 |
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