Where good old cinema narratives and new media collide
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dc.contributor.author |
Fábics, Natália |
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dc.date.accessioned |
2018-04-13T10:57:27Z |
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dc.date.available |
2018-04-13T10:57:27Z |
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dc.date.issued |
2017 |
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dc.identifier.issn |
2183-9271 |
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dc.identifier.uri |
http://hdl.handle.net/10437/8723 |
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dc.description |
International Journal of Film and Media Arts |
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dc.description.abstract |
Based on the study of contemporary action/fan- tasy/horror blockbusters adopted from video games, with a special focus on Assassin’s Creed (Kurzel, 2016), the paper examines the influence of new media, and especially video games on contemporary cinema storytelling, with a spe- cial focus on how they reshape narrative struc- tures and logic through adding a novel spatial dimension and incorporating a new form of re- ality based on the rules of video games. This re- ality of imagined spaces create a narrative that from many aspects break away from the rules and the logic of a more ‘tightly-woven’ storytell- ing, and – among many other things – introduce the presence of the non-present, unfold their plots through discovering the unknown spaces of imaginary universes. While this ‘new real’ is emerging in contemporary cinema, as the pres- ent paper will argue, in years to come it might easily become a set of ‘new rules of the game’ for a lm industry targeting a new generation of movie-goers who grew up with touchscreens and apps, and are just entering their teenage years. |
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dc.format |
application/pdf |
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dc.language.iso |
eng |
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dc.publisher |
Edições Universitárias Lusófonas |
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dc.rights |
openAccess |
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dc.subject |
AUDIOVISUAL |
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dc.subject |
CINEMA |
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dc.subject |
NOVOS MEDIA |
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dc.subject |
VIDEOJOGOS |
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dc.subject |
AUDIOVISUAL |
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dc.subject |
CINEMA |
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dc.subject |
NEW MEDIA |
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dc.subject |
FILMS |
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dc.subject |
VIDEO GAMES |
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dc.title |
Where good old cinema narratives and new media collide |
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dc.type |
article |
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