ScreenPlay: cinema/videogames/interfaces

Krzywinska, Tanya ORCID logoORCID: https://orcid.org/0000-0002-0744-4144 and King, Geoff, eds. (2002) ScreenPlay: cinema/videogames/interfaces. Wallflower Press, unknown. ISBN 190336423X

Abstract / Summary

What is the relationship between cinema and videogames? Hollywood film franchises are routinely translated into games. Some game titles make the move onto the big screen, none more prominently than Lara Croft, iconic star of the Tomb Raider series. Games often depend on recognised film genres, milieu or devices for branding and marketing. Some aspire to a film-like quality of graphics and action. But games also offer markedly different experiences, especially in the realm of interactivity. And what happens in the interface between cinema and games console or PC? Is there a merging of languages as games influence movies and movies influence games? Are some films becoming increasingly like games, and to what extent do they draw on the characteristics of Hollywood or other forms of cinema? ScreenPlay: cinema/videogames/interfaces investigates all these issues and explores the extent to which the tools of film analysis can be applied to games, in particular how the pleasures (and frustrations) of computer games can be compared with those of cinema.

Item Type: Book
ISBN: 190336423X
Subjects: Film & Television
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Depositing User: Tanya Krzywinska
Date Deposited: 13 Nov 2014 14:00
Last Modified: 24 May 2021 08:57
URI: https://repository.falmouth.ac.uk/id/eprint/712
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