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Licensed to shill: How video and computer games tarnished the silver screen.

机译:经许可可先行:视频和计算机游戏如何破坏银幕。

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摘要

This dissertation outlines the material and aesthetic origins of the game film in order to show how video and computer games are altering film's role in the media economy specifically, and the form and function of the mass media more generally. I argue that game cinematization is emblematic of the culture industries' (1) new economic practices and (2) aesthetic and technological convergence. Chapter One introduces the dissertation and offers a precis of the history of film-based licensing in the U.S. In the chapter, I suggest that one of the primary functions of American commercial film is to brand and sell consumer goods, and that understanding the origins of this licensing function is crucial to understanding how games are redefining it. Chapter Two provides a political economy of the institutional and industrial factors that made the game film possible, focusing specifically on a sea change in game business during the late 1980s, and the joint Congressional hearings on game violence in the early 1990s. Chapter Three complements Chapter Two's historical materialist analysis with a textual one, analyzing why game films seem to draw primarily from a single genre---the fighting game. The fighting game's ability to facilitate "safe looking," along with the ways fighting games embody the very essence of genre, have helped ease the transformation of game content into film content. Chapter Four revisits Chapters Two and Three in order to show how the material and aesthetic forces that birthed the game film are among the most influential forces affecting film today. The chapter analyzes the evolution of media makers' attempts to explore and exploit the game medium, and describes the ways games have begun to reshape film business, production, and aesthetics.
机译:本文概述了游戏电影的物质和美学渊源,以展示视频和计算机游戏如何特别改变电影在媒体经济中的作用,以及更普遍的大众媒体形式和功能。我认为游戏电影化是文化产业(1)新的经济实践和(2)美学与技术融合的象征。第一章介绍了论文,并提供了美国基于电影的许可历史的指南。在这一章中,我建议美国商业电影的主要功能之一是品牌和销售消费品,并了解美国电影的起源。此许可功能对于理解游戏如何对其进行重新定义至关重要。第二章从政治经济学的角度探讨了使游戏电影成为可能的体制和产业因素,特别着重于1980年代末游戏业务的巨变,以及1990年代初国会对游戏暴力的联合听证会。第三章以文本的形式补充了第二章对历史唯物主义的分析,分析了为什么游戏电影似乎主要取材于单一类型的格斗游戏。格斗游戏促进“安全外观”的能力,以及格斗游戏体现流派本质的方式,都有助于简化游戏内容到电影内容的转换。第四章回顾了第二章和第三章,以说明游戏电影诞生的物质和美学力量是当今影响电影的最有影响力的力量之一。本章分析了媒体制造商探索和利用游戏媒体的尝试的演变过程,并描述了游戏已开始重塑电影业务,制作和美学的方式。

著录项

  • 作者

    Ruggill, Judd Ethan.;

  • 作者单位

    The University of Arizona.;

  • 授予单位 The University of Arizona.;
  • 学科 Cinema.; Mass Communications.
  • 学位 Ph.D.
  • 年度 2005
  • 页码 125 p.
  • 总页数 125
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 电影、电视艺术;传播理论;
  • 关键词

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