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Videogames as Interactive Cinema - New Perspectives

dc.contributor.authorFigueiredo, Sofia
dc.contributor.authorSousa, Catarina Carneiro de
dc.date.accessioned2024-03-08T08:50:37Z
dc.date.available2024-03-08T08:50:37Z
dc.date.issued2023
dc.description.abstractThe concept of interactive cinema has been explored in depth since the first incipient manifestations of (non- interactive) cinema. If our first attempts at creating interactive experiences out of narrative, linear film objects have been notoriously clunky and awkward, with the birth of videogames new attempts have been made, bringing fresh ideas and possibilities unto the table. Interactive works that include films as objects are common today. However, interactive cinema as a concept appears to have been abandoned. Cinema continues to be largely non interactive, this dimension seemingly relegated to videogames, apps and websites. We consider that some videogames can be considered interactive cinema. The Last of Us is an example that set the trend of mostly linear, narrative games. Other games have explored this model, achieving better and worse results. We propose that these games could be categorized as interactive cinema. In this paper we aim to continue an exploration of this idea - that there can be interesting, elegantly implemented creations we can name interactive cinema - distinguishing them from video games. We analyze two video games in this light, ‘Pentiment and Everything, trying to understand how they relate to, and differ from, classic cinema and the classic video game experience. We will also discuss the exhibition “Mundos Paralelos” (Parallel Worlds), on display at the the 25th edition of the Avanca Film Festival, to understand the cinematic characteristics of the artworks presented. We conclude by proposing that, perhaps, closed categories might not serve us when creating new objects, and that hybridization is beneficial, creative, and should occur.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationVideogames as Interactive Cinema - New Perspectives. (2023). AVANCA CINEMA - Conferência Internacional – Cinema, Arte, Tecnologia, ComunicaçãoInternational 2023, (pp. 20-26).pt_PT
dc.identifier.urihttp://hdl.handle.net/10400.19/8293
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.relation.publisherversionhttps://avanca.org/PT/publicacao.phppt_PT
dc.subjectAvatarpt_PT
dc.subjectInteractive workspt_PT
dc.subjectInteractive cinemapt_PT
dc.subjectVideo gamespt_PT
dc.titleVideogames as Interactive Cinema - New Perspectivespt_PT
dc.typeconference object
dspace.entity.typePublication
oaire.citation.conferencePlaceAvancapt_PT
oaire.citation.endPage26pt_PT
oaire.citation.startPage20pt_PT
oaire.citation.titleAVANCA CINEMA - Conferência Internacional – Cinema, Arte, Tecnologia, ComunicaçãoInternational 2023pt_PT
person.familyNameFigueiredo
person.familyNameCarneiro de Sousa
person.givenNameSofia
person.givenNameCatarina
person.identifier.ciencia-id9F17-E34C-B965
person.identifier.ciencia-id7C11-EB80-1BEF
person.identifier.orcid0000-0002-8852-1518
person.identifier.orcid0000-0001-7706-6225
rcaap.rightsopenAccesspt_PT
rcaap.typeconferenceObjectpt_PT
relation.isAuthorOfPublication5d08994e-f54d-44f1-9835-6548d43ab941
relation.isAuthorOfPublicationa2f9cfc9-bbf0-4873-8fb6-9e5b7a41e6a3
relation.isAuthorOfPublication.latestForDiscoverya2f9cfc9-bbf0-4873-8fb6-9e5b7a41e6a3

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