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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorSupheert, R.G.J.L
dc.contributor.authorLijffijt, K.
dc.date.accessioned2016-12-16T18:00:39Z
dc.date.available2016-12-16T18:00:39Z
dc.date.issued2016
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/24964
dc.description.abstractSince its release, Lewis Carroll's Alice in Wonderland has been adapted numerous times into a variety of different media. Perhaps the most intresting of these adaptations come in the form of video games, as these provide an interactive experience of the world of Wonderland. It is no surprise then, that video games such as American McGee's Alice and Alice Madness Returns have been studied for their remediation and adaptation of Carroll's classic. However, a perspective that seems to be missing in this academic discourse is one which assumes that Alice in Wonderland is part of the literary tradition of nonsense. Based on Wim Tigges' definition of literary nonsense, this paper investigates to what extent the nonsense element present in Lewis Carroll's Alice in Wonderland is adapted to the video game American McGee's Alice.
dc.description.sponsorshipUtrecht University
dc.format.extent1338049
dc.format.mimetypeapplication/pdf
dc.language.isoen_US
dc.titleAmerican McGee's Alice: The Adaptation of Nonsense to Interactivity
dc.type.contentBachelor Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsAlice in Wonderland, Lewis Carroll, Video Game, Adaptation, Nonsense, American McGee's Alice
dc.subject.courseuuEngelse taal en cultuur


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