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In its fourth issue G|A|M|E interrogates the complex relations between video games and cinema, revising and reflecting on a topic controversially debated over the past ten years. The relationship between these two media is layered and they are interconnected not only through their textual fabric (sharing and influencing ...
Documentary film and the (re)production of the 1980s UK game industry
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Abstract
As a medium older and more established than the digital game, film has certainly played a role in documenting its trajectories. Through audiovisual essays and narratives we can be introduced to game artifacts alongside the contexts of their creation, distribution and reception. The older medium avoids a problem ...
Bad object 2.0: Games and gamers
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Abstract
This is not a history project. Nor is it about video games and the people who play them. Instead, this project focuses on the cultural discourse surrounding digital games as they have been refracted by the lenses of American film and television. This study considers a broad cross-section of ...
Narrative time in video games and films: from loop to travel in time
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Abstract
Within the broad framework of audiovisual theories, this paper deals with the analysis of narrative time in video games. Starting with the concept of participation time, which is taken from the interactive media, the now classic concepts of the narratology of film studies are applied to clarify the ...
‘Tell no one’: Cinema auditorium as game-space – Audience participation, performance and play
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Abstract
Taking Secret Cinema as its site for analysis, this article engages with the question what is ludic at the cinema. Secret Cinema delivers live, immersive, participatory cinema-going experiences and is a complex interaction between film, game, theatre and social media. Through the expansion and reimagining of a film’s milieu in ...
De-framing video games from the light of cinema
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Interactivity is the cinema of the 21st century.
David Cage (foreword of L’empire des jeux, 2005)
Abstract
In this essay, we shall try to step back from a blinding cinema-centric approach in order to examine the impact such a framing has caused, to question its limitations, and to reflect on the ...
Video games, cinema, Bazin, and the myth of simulated lived experience
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Abstract
Video games theory has advanced far enough that we can use it to reevaluate film theory as a result, en route to broader, transmedial theorizing. This essay looks particularly at how video games can be seen as participating in and advancing Andre Bazin’s “Myth of Total Cinema”, and ...
Play the game in the opening scene A multidisciplinary lens for understanding (video)ludic movies, including Super Mario Bros., Resident Evil and Scott Pilgrim vs. the World
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Abstract
The aim of this article is to create a multidisciplinary tool concerning the passage from the medium of videogames to cinema. According to concepts taken from Media Studies, Cultural Studies, Semiotics and Game Studies, we will explore the multiple dimensions and the related connections that occur in the ...