What is the relationship between computer games and cinema? Why computer games tend to employ camera movement, shot-selection and framing similar to that used in the cinema? To what extent, though, is it useful to look at games more closely in the light of cinema? These are the central organising questions of Joanna Pigulak’s 2022 monograph Gra w film. Z zagadnień relacji między filmem i grami wideo. The book focuses very much on film-like quality of graphics and genres of computer games and explores the extent to which the tools of film analysis can be applied to them. The book argues persuasively that likeness between cinema and games is the reason for calling games virtual reality, what makes the main framework somewhat debatable. Pigulak’s great strength is in analysing fragments of computer games and demonstrating how differences between cinema and games are allowing for defining new qualities of interactive texts even when fundamentally similar building blocks are involved.
This article is a critical theoretical review of the relationships between digital games and literature and how they are depicted in Michał Dawid Żmuda’s book Zgrywanie literatury. Intermedialne związki gier cyfrowych z literackością. When discussing the ways in which, and how, games and literature are related, Żmuda rather strictly focuses on the literary-specific communication, means of expression and interface and how it functions in computer games due to the process of remediation. This article argues that analysis of representation of verbal information in computer games, or intertextual relationships between specific books and games should be regarded in the broader scope of issues that are defining contemporary media culture at large. Terms like remediation or intermedia are simply not fully satisfying while discussing digital art forms, it is more productive to view them through the lens of remixability, interactivity, and other qualities of new media in general. This article also argues that the Narratology vs. Ludology debate in Game Studies presented as two schools of thought attempts to identify the essential features of games that help express a game’s meaning has never really happened. Moreover, no one has been interested in making the argument that there is no difference between games and stories or that games are merely a subset of stories, and so we are dealing more with the lack of the actual debate because one group of people is defining both sides of it.
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