Issue 11
(Dis)agreements

From Spectator to Player. Transfers Between Cinema and Videogames.

Óliver Pérez Latorre
Universitat Pompeu Fabra
Bio
Carlos Planes Cortell
Martín Impresores
Bio
Carlos Alberto Scolari
Universitat Pompeu Fabra
Bio
Hanna Wirman
University of the West of England
Bio
Emilio Sáez Soro
Universitat Jaume I
Bio

Published 2011-01-01

Keywords

  • film,
  • videogame,
  • computer generated images (CGI),
  • 3D,
  • spectator,
  • player
  • ...More
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How to Cite

Pérez Latorre, Óliver, Planes Cortell, C., Scolari, C. A., Wirman, H., & Sáez Soro, E. (2011). From Spectator to Player. Transfers Between Cinema and Videogames. L’Atalante. Journal of Film Studies, (11), 74–83. https://doi.org/10.63700/115

Abstract

We talk about video games and movies. Are we talking about two completely different objects or can we find both included in each one of them? If there is a medium that leaves a substantial imprint in the construction of many video games, it is cinema. Stories are narrated in videogames, and cinema is the closest format, taken as a model to shape them. But this relationship of initial dependence has evolved based on the interactivity and action of players, which are not spectators anymore. One of the issues with the greatest potential that can be explored in the transformation of the role of the spectator-player is the innovation in the field of three dimension environments. Following this approach, it is inevitable to ask if there is a possibility of hybrid products of film and videogames. In addition, younger generations are profoundly changing the classical schemes of interaction with the media. Not only because they use new media products such as Internet and videogames, but also because they use traditional media differently.

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