Videogames Go to the Movies
Seiten
2026
Routledge (Verlag)
978-0-415-83624-1 (ISBN)
Routledge (Verlag)
978-0-415-83624-1 (ISBN)
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Videogames Go to the Movies explores the impact of videogames on cinema--and cinema on videogames--from the early 1980s to the present. Chapters consider:
the mediums' mutual framing of each other
case studies of adaptation in both directions
the flows and functions of contemporary transmedia entertainment
experimentation and hybridization at the mediums' boundaries
the fundamental transformations of fandom, production toosl, and resulting media forms that promise to shape the videogame-cinema relationship in the future
Informed by a detailed knowledge both of film theory and history and the technical and aesthetic particulars of digital interactive media, Videogames Go to the Movies introduces students to the theory and history of the relationship between videogames and films, while also addressing larger questions about new media culture and technology.
the mediums' mutual framing of each other
case studies of adaptation in both directions
the flows and functions of contemporary transmedia entertainment
experimentation and hybridization at the mediums' boundaries
the fundamental transformations of fandom, production toosl, and resulting media forms that promise to shape the videogame-cinema relationship in the future
Informed by a detailed knowledge both of film theory and history and the technical and aesthetic particulars of digital interactive media, Videogames Go to the Movies introduces students to the theory and history of the relationship between videogames and films, while also addressing larger questions about new media culture and technology.
Bob Rehak is an assistant professor of Film and Media Studies at Swarthmore College, where his research and teaching interests include animation, special effects, videogames, and media fandom. He is co-editor, with Dan North and Michael S. Duffy, of an upcoming anthology entitled Special Effects: New Histories, Theories, and Contexts.
1. Videogames and Film: Theories and Disputes 2. Framing the Videogame/Film Relationship in Culture 3. Film to Game Adaptation 4. Game to Film Adaptation 5. Film and Videogames in the Transmedia Era 6. Remixing Film and Videogames in Machinima and Fandom
Erscheint lt. Verlag | 5.1.2026 |
---|---|
Zusatzinfo | 30 Halftones, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 152 x 229 mm |
Themenwelt | Kunst / Musik / Theater ► Film / TV |
Geisteswissenschaften ► Geschichte | |
Sozialwissenschaften ► Kommunikation / Medien ► Medienwissenschaft | |
ISBN-10 | 0-415-83624-7 / 0415836247 |
ISBN-13 | 978-0-415-83624-1 / 9780415836241 |
Zustand | Neuware |
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