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2014 | XVI (XXV) | 127-136

Article title

Interactive film within the paradigm of institutional cinema

Content

Title variants

PL
Film interaktywny w instytucjonalnym paradygmacie kina

Languages of publication

EN

Abstracts

EN
In this article I am considering the situation of interactivity and interactive film in the institutional context of the cinema that is outlined by the rules of cinematographic industry. I draw attention to the fact that despite the ongoing digitalization in all cinematographic areas: production, distribution, presentation, and reception, interactivity is seen as a non-film feature and, as a consequence, it is marginalized. Cinematography opens up to any digital technological innovations that do not violate a standard model of film experience. Interactivity is seen here as a feature of games and not of films. An interactive film that is thrown to the periphery of institutionalized cinema, becomes a phenomenon of audio-visual avant-garde that is a common part of both cinema and art.
PL
W artykule rozważam sytuację interaktywności i filmu interaktywnego w kontekście instytu-cjonalnym kina, wyznaczanym przez reguły przemysłu kinematograficznego. Zwracam uwa-gę na to, że pomimo postępującej cyfryzacji wszystkich obszarów produkcji, dystrybucji i od-bioru filmów, interaktywność jest postrzegana jako właściwość niefilmowa i w konsekwencji marginalizowana. Kinematografia otwiera się szeroko na wszystkie innowacje technologiczne, które nie naruszają standardowego modelu doświadczenia filmowego. Interaktywność uzna-wana jest tu za właściwość gier a nie kina. Film interaktywny, wyrzucany na peryferie instytu-cjonalnego systemu kina, staje się częścią awangardy audiowizualnej, wspólnej części prze-strzeni instytucjonalnych kina i sztuki.

Year

Volume

Pages

127-136

Physical description

Dates

published
2014

Contributors

  • University of Łódź

References

  • Ebert Roger, Dim Future for Interactive Film, www.rogerebert.com/rogers-journal/dim-futurefor-interactive-film (10.07.2014).
  • Ebert Roger, Video Games Can Never Be Art, www.rogerebert.com/rogers-journal/video-gamescan-never-be-art.
  • Perron Bernard (2003) From Gamers to Players and Gameplayers: The Example of Interactive Movies, in The Video Game Theory Reader, ed. B. Perron, M.J.P. Wolf, New York: Routledge.
  • Hoberman James (2012) Film after Film. Or, What Became of 21st-Century Cinema?, London: Verso.
  • Kac Eduardo (2005) Telepresence & Bio Art. Networking Humans, Rabbits & Robots, Ann Arbor: The University of Michigan Press.
  • Kluszczyński Ryszard W. (2010) Strategies of interactive art, “Journal of Aesthetics & Culture”, vol. 2, www.aestheticsandculture.net/index.php/jac/article/view/5525.
  • McKernan Brian (2005) Digital Cinema. The Revolution in Cinematography, Postproduction, and Distribution, New York: McGraw-Hill.
  • Quart Allisa (2005) Networked, „Film Comment” July-August, No. 4.
  • Pearce Celia (2004) Toward a Game Theory of Game, in First Person. New Media as Story, Performance, and Game, Cambridge Mass. – London, England: The MIT Press.
  • Rombes Nicolas (2009) Cinema in the Digital Age, London & New York: Wallflower Press.
  • Rose Frank (2011) The Art of Immersion. How the digital generation is remaking Hollywood, Madison Avenue, and the way we tell stories, New York–London: W.W. Norton & Company.
  • Tryon Chuck (2009) Reinventing Cinema. Movies in the Age of Media Convergence, New Brunswick – New Jersey – London: Rutgers University Press.
  • Veale Kevin (2012) “Interactive Cinema” Is an Oxymoron, but May Not Always Be, „Game Studies. The International Journal of Computer Game Research”, vol. 12, issue 1.
  • Zimmerman Eric (2004) Narrative, Interactivity, Play, and Games: Four Naughty Concepts in Need of Discipline, in First Person. New Media as Story, Performance, and Game, Cambridge Mass. – London, England: The MIT Press.

Document Type

Publication order reference

Identifiers

YADDA identifier

bwmeta1.element.desklight-bb697022-a0ed-4427-b108-10c317c1a49a
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