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'You've seen the movie, now play the video game': Recoding the cinematic in digital media and virtual culture.

机译:“您已经看过电影,现在在玩视频游戏”:在数字媒体和虚拟文化中重新录制电影。

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摘要

Although seen as an emergent area of study, the history of video games shows that the medium has had a longevity that speaks to its status as a major cultural force, not only within American society but also globally. Much of video game production has been influenced by cinema, and perhaps nowhere is this seen more directly than in the topic of games based on movies. Functioning as franchise expansion, spaces for play, and story development, film-to-game translations have been a significant component of video game titles since the early days of the medium. As the technological possibilities of hardware development continued in both the film and video game industries, issues of media convergence and divergence between film and video games have grown in importance. This dissertation looks at the ways that this connection was established and has changed by looking at the relationship between film and video games in terms of economics, aesthetics, and narrative. Beginning in the 1970s, or roughly at the time of the second generation of home gaming consoles, and continuing to the release of the most recent consoles in 2005, it traces major areas of intersection between films and video games by identifying key titles and companies to consider both how and why the prevalence of video games has happened and continues to grow in power. By looking at a wide variety of games – those found in arcades; on home consoles and home computers; for portable devices included dedicated gaming units, cell phones, and other personal digital assistants; and games that exist in other forms, such as those found in web browsers or as bonus features on digital video discs – this dissertation illuminates a complex history that intertwines technological development, economic forces, and aesthetic considerations of visual and narrative design.
机译:尽管被视为新兴的研究领域,但视频游戏的历史表明,该媒体具有悠久的历史,这不仅说明了它在美国社会乃至全球的主要文化力量的地位。电子游戏的大部分制作都受到电影的影响,也许没有比在基于电影的游戏中更直接地看到这一点。自媒体问世以来,电影到游戏的翻译一直是专营权扩展,游戏空间和故事发展的功能,一直是视频游戏产品的重要组成部分。随着电影和视频游戏行业中硬件开发的技术可能性不断发展,媒体在电影和视频游戏之间的融合和分歧问题变得越来越重要。本文从经济学,美学和叙事的角度研究电影和视频游戏之间的关系,探讨这种联系的建立和改变方式。从1970年代开始,或者大约在第二代家用游戏机问世之时,一直持续到2005年发布最新的游戏机,它通过确定关键标题和公司来追踪电影和视频游戏之间的主要交叉领域。考虑一下视频游戏盛行的方式和原因,并继续发展。通过查看各种游戏-在街机游戏中找到的游戏;在家用控制台和家用计算机上;对于便携式设备,包括专用游戏机,手机和其他个人数字助理;以及以其他形式存在的游戏(例如,在网络浏览器中找到的游戏或作为数字视频光盘上的奖励功能的出版物),阐明了一个复杂的历史,将技术发展,经济力量以及视觉和叙事设计的美学考虑交织在一起。

著录项

  • 作者

    Hall, Stefan.;

  • 作者单位

    Bowling Green State University.;

  • 授予单位 Bowling Green State University.;
  • 学科 Multimedia Communications.;Cinema.
  • 学位 Ph.D.
  • 年度 2011
  • 页码 318 p.
  • 总页数 318
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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