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Zusatztext '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 Informationen zum Autor Jasmina Kallay works as a freelance screenwriter, script editor and lecturer in Film and Digital Studies. Klappentext 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. Zusammenfassung 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. Inhaltsverzeichnis 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
List of contents
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
Report
'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