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Gaming Film
Details
Gaming Film explores the growing influence of computer games on contemporary cinema. From the type of stories told to their complex structural patterns, from the changing modes of reception to innovative visual aesthetics, computer games are re-shaping the cinematic landscape in exciting directions.
'Kallay's work brings real insight and understanding to the intersection between emerging ludic forms such as the computer game and cinema, and makes a substantial contribution to debates in the study of games, media and film. Lively and timely, this volume will be crucial reading for anyone interested in the relationship between cinema and digital culture, addressing vital issues in contemporary culture.' - Barry Atkins, Professor of Digital Culture, University of South Wales, UK
Autorentext
Jasmina Kallay works as a freelance screenwriter, script editor and lecturer in Film and Digital Studies.
Inhalt
List of Figures Introduction 1. Is This a Game or Is This Reality? 2. Narrative Architecture: Databases, Labyrinths and Stories That Won't End 3. New Spatial/Visual Configurations 4. Transmedia: The Film-Game Symbiosis 5. Escapism vs. Involvement Conclusion Endnotes Bibliography Filmography TV-ography Ludography Index
Weitere Informationen
- Allgemeine Informationen
- GTIN 09781137262943
- Genre Art
- Auflage 2013
- Lesemotiv Verstehen
- Anzahl Seiten 156
- Herausgeber SPRINGER VERLAG GMBH
- Größe H216mm x B140mm
- Jahr 2013
- EAN 9781137262943
- Format Fester Einband
- ISBN 978-1-137-26294-3
- Veröffentlichung 27.09.2013
- Titel Gaming Film
- Autor Jasmina Kallay
- Untertitel How Games are Reshaping Contemporary Cinema
- Gewicht 3158g
- Sprache Englisch