Where good old cinema narratives and new media collide

dc.contributor.authorFábics, Natália
dc.date.accessioned2018-04-13T10:57:27Z
dc.date.available2018-04-13T10:57:27Z
dc.date.issued2017
dc.descriptionInternational Journal of Film and Media Artsen
dc.description.abstractBased on the study of contemporary action/fan- tasy/horror blockbusters adopted from video games, with a special focus on Assassin’s Creed (Kurzel, 2016), the paper examines the influence of new media, and especially video games on contemporary cinema storytelling, with a spe- cial focus on how they reshape narrative struc- tures and logic through adding a novel spatial dimension and incorporating a new form of re- ality based on the rules of video games. This re- ality of imagined spaces create a narrative that from many aspects break away from the rules and the logic of a more ‘tightly-woven’ storytell- ing, and – among many other things – introduce the presence of the non-present, unfold their plots through discovering the unknown spaces of imaginary universes. While this ‘new real’ is emerging in contemporary cinema, as the pres- ent paper will argue, in years to come it might easily become a set of ‘new rules of the game’ for a lm industry targeting a new generation of movie-goers who grew up with touchscreens and apps, and are just entering their teenage years.en
dc.formatapplication/pdfen
dc.identifier.issn2183-9271
dc.identifier.urihttp://hdl.handle.net/10437/8723
dc.language.isoengpt
dc.publisherEdições Universitárias Lusófonaspt
dc.rightsopenAccessen
dc.subjectAUDIOVISUALpt
dc.subjectCINEMApt
dc.subjectNOVOS MEDIApt
dc.subjectVIDEOJOGOSpt
dc.subjectAUDIOVISUALen
dc.subjectCINEMAen
dc.subjectNEW MEDIAen
dc.subjectFILMSen
dc.subjectVIDEO GAMESen
dc.subjectFILMESpt
dc.subjectNARRATIVA FÍLMICApt
dc.subjectFILM NARRATIVEen
dc.subjectSTORYTELLINGpt
dc.subjectSTORYTELLINGen
dc.titleWhere good old cinema narratives and new media collideen
dc.typearticlept

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