The article consists of two parts: in the first, theoretical part, the author characterizes the novelizations taking into account their place in the contemporary cultural and media landscape. In the author’s view, the novelizing, i.e. transforming audiovisual texts into a medium of literature, is an example of transmedia and convergent world-forming practices. In the second part of the article, the author presents a typology of video game novelizations (exploratory, alternative and simultaneous novelizations). She analyses chosen examples of novelizations, and on this basis, she concludes about the functions that their particular types perform in the creation of storyworlds.