Frankenstein in the Digital Age: Shelley Jackson’s Patchwork Girl and Dave Morris’ Frankenstein Interactive

Authors

Keywords:

Literary Spinoffs, Electronic literature, Mary Shelley, Frankenstein, Percy Jackson, Dave Morris

Abstract

In the age of digital art, Mary Wollstonecraft Shelley’s Frankenstein has undergone a surprising transformation. This article analyses two hypermedia literary spinoffs of the novel: Shelley Jackson’s Patchwork Girl (1995) and Dave Morris’s interactive application for Mac iOS Frankenstein (2012-2017). How do these forms of digital art revolutionize more traditional forms of adaptation or illustration? Can the novel survive the transformation or does digital art overwrite the nineteenth-century traditional genre of the Gothic novel? This contribution will try to explore whether the new media enhance readers’ understanding of Mary Shelley’s novel or whether they rewrite it as a new digital palimpsest that can be considered a “digital translation” of the original text.

Author Biography

Antonella Braida, University of Lorraine

Antonella Braida is lecturer in English at the Université de Lorraine, Nancy (France), and member of the research center IDEA. After completing her D.Phil at St Catherine’s college, Oxford, she published two volumes on the reception of Dante: Dante and the Romantics (Palgrave, 2004) and Dante on View, co-edited with Luisa Calé (Ashgate, 2007), and co-edited a volume with Giuliana Pieri Word and Image Across the Arts (Legenda, 2003). She was lecturer in Italian at the University of Durham till 2005, when she moved to France. Her research concerns Anglo-Italian relations and women writers. In 2017 she organized the one-day conference “Beyond Frankenstein’s Shadow” and a workshop in honor of Professor Jean de Palacio.

Downloads

Published

2020-01-31

How to Cite

Braida, A. (2020). Frankenstein in the Digital Age: Shelley Jackson’s Patchwork Girl and Dave Morris’ Frankenstein Interactive. Leaves, (9). Retrieved from https://revues.u-bordeaux-montaigne.fr/leaves/article/view/345

Issue

Section

III. Digital Frankensteins