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Research On Interactive Film From Game Perspective

Posted on:2020-09-02Degree:MasterType:Thesis
Country:ChinaCandidate:G Y WangFull Text:PDF
GTID:2405330599451971Subject:Theater, film and television
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The emergence of interactive movies reflects the trend of video games as an emerging medium and traditional movies.With the hot film adaptation of game themes in recent years and the popularity of video games using cinematic means in the market,the relationship between games and movies has become a hot research topic in the academic world.Interactive movies are essentially films that allow the audience to interact with each other.As early as the 1970 s,pioneers tried to add physical equipment to the cinema so that the audience could choose the direction of the story,but due to the background and technical restrictions of the times,Such primary interactive films have not been promoted.With the advent of today's "video game era",interactive film,which is recognized by more and more people as the "ninth art",has provided a feasible future direction for film development because of its strong interaction.This paper refers to the relevant research results of the academic community on games and movies,and uses "interactive movies" as the research object.Under the perspective of comparison with video games,Strive to analyze from concept definition,narrative technique,body experience and media communication.Compared with the previous research on interactive movies,the main innovations in this thesis are as follows:First,on the basis of the predecessor's definition of interactive movies as films that can make the audience interactive,the interactive movies are divided into two levels: broad and narrow,and they are called interactive movies and indirect interactive movies.The former is represented by classic interactive movies such as "Dungeon" "late shift" "her story" and "Invisible Guardian".The latter included traditional films such as "Laura Run","Pulp Fiction" and " Przypadek " in the discussion of interactive movies and explored their inherent interactivity.The second is to adopt the holistic research method to systematically analyze the interactive film from the three major aspects of narrative style,body experience,and media communication,and strive to analyze the research objects as deeply as possible.The first chapter of this thesis starts from the narrative nature of the two types of interactive movies and indirect interactive movies.The second chapter analyzes the different interactive aesthetic experiences of the audience as recipients of interactive films from the perspective of the audience's physical experience.The third chapter analyzes the interactive movies from the perspective of media communication,andbelieves that the emergence of interactive movies can not be separated from the progress and development of the media.The media not only changes the audience's viewing habits and experiences,but also changes the shape and characteristics of the movie itself.
Keywords/Search Tags:interactive movie, game perspective, interactive narrative, body experience, media communication
PDF Full Text Request
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