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The
Technoludic Film: Images of Videogames in Films (1973-2001)
Videogames
emerged as a market in the early 1970s, at a time when critics and
social commentators were starting to speculate about the demise
of classical cinema's hegemonic model. Moreover, the appearance
of video games coincides with the decline in film audiences, a phenomenon
that started in the early 1950s and that no one has yet satisfactorily
explained. Along with the VCR, cable, and satellite TV, videogames
diminished film's central role as the privileged form of entertainment.
The
goal of this thesis is to discuss, explore, and investigate the
convergence between cinema and video games. It analyzes how video
games have been depicted, represented, and incorporated into feature-length,
commercial films. The analysis focuses on 53 video game-related
films produced between 1973 to 2001. It assumes that two media are
not simply intersecting: They are converging at different levels.
Aesthetically, their boundaries are becoming increasingly permeable:
As video games are becoming cinematic, films are beginning to look
increasingly gamelike.
These texts were examined with respect to film genre analysis, structuralism,
semiotics, and new media theory. The thesis suggests that the convergence
between cinema and video games led to the emergence of a new film
genre, the technoludic film. Technoludic is an umbrella term to
describe films that incorporate video games in their narratives
and visuals. The researcher identified four modes of intersections:
commentary, quotation, adaptation, and remediation.
After mapping the shifting accounts of electronic gaming in cinema,
the researcher concludes that there is a merging of languages, narrative
strategies, and genres as video games influence films and vice versa.
The
Technoludic Film: Images of Videogames in Movies (1973-2001)
by Matteo Bittanti Complete Text, 269 Pages. All sections in Microsoft
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