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WHERE GOOD OLD CINEMA NARRATIVES AND NEW MEDIA COLLIDE (28/11/2017)

Natália Fábics

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About this paper

Based on the study of contemporary action/fantasy/ 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 special focus on how they reshape narrative structures and logic through adding a novel spatial dimension and incorporating a new form of reality based on the rules of video games. This reality of imagined spaces create a narrative that from many aspects break away from the rules and the logic of a more ‘tightly-woven’ storytelling, 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 presentpaper will argue, in years to come it might easily become a set of ‘new rules of the game’ for a film industry targeting a new generation of movie-goers who grew up with touchscreens and apps, and are just entering their teenage years.
typepaper
keywordsgames history, video games, new media, cinema narrative, storytelling, imagined spaces
copyrightIJFMA 2017 (by-nc-nd)
year28/11/2017
countryPortugal
placeFilm and Media Art Department/ Lusófona University
publisherInternational Journal of Film and Media Arts
external linkhttps://revistas.ulusofona.pt/index.php/ijfma/issue/view/695