Computer Games / Cinema / Interfaces

Authors

  • Geoff King
  • Tanya Krzywinska

Keywords:

cinema, textual analysis, industry, narrative, cut-scenes, interactivity

Abstract

What is the relationship between computer games and cinema? Spin-off games based on major fi lm franchises are common, especially in genres such as science fi ction, action-adventure and horror. Some games have also made the transition to the big screen, none more prominently than the Tomb Raider series in Lara Croft: Tomb Raider (2001). The potential benefi ts of such tie- ins are apparent at the industrial level, in a global media economy in which games and cinema often exist in the orbit of the same corporate giants. To what extent, though, is it useful to look at games more closely in the light of cinema? The aim of this paper is to explore points of contact between computer games and aspects of cinema, but also to highlight important differences and distinctions. The main focus is on the formal/textual qualities of games in relation to cinema, although reference is also made to aspects of industrial and broader cultural context. The paper also considers some more general questions raised by the use of paradigms from one media form in relation to another.

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Published

2002-01-01

Bibtex

@Conference{digra21, title ="Computer Games / Cinema / Interfaces", year = "2002", author = "King, Geoff and Krzywinska, Tanya", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/21}", booktitle = "Computer Games and Digital Cultures Conference Proceedings"}