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Cinema interativo - videojogos: uma abordagem possível?

dc.contributor.authorFigueiredo, Sofia
dc.date.accessioned2022-03-10T09:29:47Z
dc.date.available2022-03-10T09:29:47Z
dc.date.issued2021-10-25
dc.description.abstractInteractivity has been permeating every digital object, field of creation, and experience. We see, nowadays, fields which were resistant to this change, such as television, being subjected to this demand for interactivity. Cinema, however, keeps resisting. In neither television nor cinema did the adoption of interactivity come naturally. Cinema stuck to narrative; animation, a specific manifestation of cinema, followed. As both lost the cyclic repetition, the original loop, the two formats were limited to time, to the manipulation of time, to the edition of the temporal dimension, relegating editing and spatial collage to the category of special effects. Linear narratives do not lend themselves to the introduction of variables, under the risk of losing the narrative thread. The ways we interact in any context have also been limited to a small number of options agreed upon by practice and shaped by the technical possibilities of the birth of the computer age. The office metaphor converted the idea of operating a computer system to a very limited experience. In this paper we try to question these limitations, trying to look at the question differently: does interactive cinema already exist- are we not seeing it? We explore the introduction of interaction in animated films. We consider that it would not make sense to create an interactive object in which interactivity was a mere addition, without intrinsic motivation to the project’s own objectives, at a formal and narrative level. In this context, different perspectives are explored when facing interactive cinema.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationFigueiredo, S. (2021). Cinema interativo - videojogos: uma abordagem possível? Avanca Cinema 2021 (pp. 1060-1066). Avanca: Avanca Cinema.pt_PT
dc.identifier.doihttps://doi.org/10.37390/avancacinema.2021pt_PT
dc.identifier.issn2184-0520
dc.identifier.urihttp://hdl.handle.net/10400.19/7159
dc.language.isoporpt_PT
dc.peerreviewedyespt_PT
dc.publisherAvanca Cinemapt_PT
dc.relation.publisherversionhttps://publication.avanca.org/index.php/avancacinema/article/view/344pt_PT
dc.subjectAfectivitypt_PT
dc.subjectAnimationpt_PT
dc.subjectInteractivitypt_PT
dc.subjectInteractive cinemapt_PT
dc.subjectVideogamespt_PT
dc.titleCinema interativo - videojogos: uma abordagem possível?pt_PT
dc.typejournal article
dspace.entity.typePublication
oaire.citation.conferencePlaceAvanca, Portugalpt_PT
oaire.citation.endPage1066pt_PT
oaire.citation.startPage1060pt_PT
oaire.citation.titleAvanca Cinema 2021pt_PT
person.familyNameFigueiredo
person.givenNameSofia
person.identifier.ciencia-id9F17-E34C-B965
person.identifier.orcid0000-0002-8852-1518
rcaap.rightsopenAccesspt_PT
rcaap.typearticlept_PT
relation.isAuthorOfPublication5d08994e-f54d-44f1-9835-6548d43ab941
relation.isAuthorOfPublication.latestForDiscovery5d08994e-f54d-44f1-9835-6548d43ab941

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