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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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contents
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
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