SCREENPLAY
cinema/videogames/interfaces

Edited by Geoff King and Tanya Krzywinska



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What is the relationship between cinema and videogames? Hollywood film franchises are routinely translated into games. Some game titles make the move onto the big screen, none more prominently than Lara Croft, iconic star of the Tomb Raider series. Games often depend on recognised film genres, milieu or devices for branding and marketing. Some aspire to a film-like quality of graphics and action. But games also offer markedly different experiences, especially in the realm of interactivity.

And what happens in the interface between cinema and games console or PC? Is there a merging of languages as games influence movies and movies influence games? Are some films becoming increasingly like games, and to what extent do they draw on the characteristics of Hollywood or other forms of cinema? ScreenPlay: cinema/videogames/interfaces investigates all these issues and explores the extent to which the tools of film analysis can be applied to games, in particular how the pleasures (and frustrations) of computer games can be compared with those of cinema.

Geoff King and Tanya Krzywinska are Senior Lecturers in Film and Television Studies at Brunel University, UK, and the authors of Science Fiction Cinema: From Outerspace to Cyberspace (Wallflower Press, 2000). Geoff is also the author of Film Comedy (Wallflower Press, 2002). Tanya is the author of Sex and the Cinema (Wallflower Press, forthcoming 2005).

2002
224 pages
978-1-903364-23-9    £14.99 (pbk)
978-1-903364-54-3    £45.00 (hbk)


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chapter sample
Notes on Contributors


reviews
‘Vivid, passionate, engaged and informed. This book demonstrates that a comparative approach helps us recognise and more fully appreciate the distinctive qualities of new media and to rethink old debates in cinema studies.’
Henry Jenkins, Director of Comparative Media Studies, MIT

‘The contributions included here enrich understanding of one of the most recent forms of media culture. This book should provide invaluable both to students wishing to familiarise themselves with current arguments in the field as well as those wishing to explore aspects of it in greater depth.’
Andrew Darley, Surrey Institute of Art and Design

Tomb Raider, Mortal Kombat, Resident Evil, Super Mario Bros … the path from computer games to movies is filled with wrong turnings. In terms of two-way traffic, however, the results are more positive: certainly games have successfully achieved ‘cinematic’ visuals and stronger narrative structure. This collection of academic essays examines points of convergence between the two, but also notes important points of divergence – what exactly can be gained from crossover influence, and what makes the enjoyment of each a separate pleasure … A vital contribution to a contemporary debate.’
Empire

‘King and Krzywinska collect nine thoughtful and thought-provoking essays about videogame medium and culture vis-à-vis the medium of cinematic film’ the eclectic group of contributing academicians all exhibit a true understanding of videogaming and gamers … An excellent addition to the rapidly growing scholarship about videogames … Highly recommended.’
CHOICE

‘Academic essays about videogames tend to be notoriously patchy affairs … Yet there are a couple of gems which validate the whole exercise: in particular Tanya Krzywinska’s ‘Hands-on Horror’. A novel examination of user control with the respect to the horror genre of both games and films, it turns much conventional wisdom, especially that relating to cut-scenes, on its head. Another point worthy of more analysis made well by a number of others, including Jo Bryce and Jason Rutter, is the value games and special effects blockbusters both place on the spectacular over and above the narrative.’
Edge