Filmic framing in video games: a comparative analysis of screen space design

2017 ◽  
Vol 77 (6) ◽  
pp. 6531-6554
Author(s):  
Yu-Ching Chang ◽  
Chi-Min Hsieh
2015 ◽  
Vol 4 (2) ◽  
pp. 268-288
Author(s):  
Silvia Pettini

In the fertile ground between cinema and video games, Hideo Kojima’s Metal Gear Solid saga stands out for its auteur’s clear tendency to use film language and aesthetics and for his evident inspiration from pop culture and the American cinematic tradition. Moreover, the series is rich in quotations meant to pay tribute to cinema and communicate with movie-cultured players intertextually. With regard to the process of localization, auteurist references to film culture represent a constraint for translators rendering Kojima’s game into different languages for a Metal Gear Solid-educated audience. This paper presents a comparative analysis of some film quotations in their English into Italian and Spanish localizations of Kojima’s Metal Gear Solid series in order to demonstrate the importance of loyalty to the game experience as a whole within a translational-cultural approach to localization.


Problemos ◽  
2019 ◽  
Vol 96 ◽  
pp. 172-183
Author(s):  
Dmitry Anatolyevich Belyaev ◽  
Ulyana Pavlovna Belyaeva

The article explores one of the most remarkable and dynamic phenomena of modern technoculture – video games. It reconstructs the genesis of the philosophical discourse on video games, exposing the main difficulties arising in making the definitions. Special importance is attached to the critical comparative analysis of the major strategies for the philosophical explication of video games. With the aid of the method of comparative-historical reconstruction and a structuralist approach, the essential correlations between the essential definition of a video game and the ontological systems of Plato, the Gnostics, G. Berkeley, E. Kant, as well as post-modern philosophy was established. The research results in formulating a model-integrative definition of a video game.


Author(s):  
Kiri Miller

This article appears in the Oxford Handbook of Sound and Image in Digital Media edited by Carol Vernallis, Amy Herzog, and John Richardson. This chapter investigates the digital games Guitar Hero, Rock Band, and DJ Hero, all of which aim to integrate kinesthetic engagement with audiovisual experience. Game designers have long understood that mutually reinforcing audio and visual stimuli set the stage for immersive gameplay. These music-oriented games go a step further by making physical engagement with the game controller meaningful and viscerally persuasive: whereas most games draw players into the on-screen gameworld, allowing them to master and forget the controller in their hands, these games draw attention to the controller as instrument and the living room as performance space. Through a comparative analysis of game reception, this essay shows how compelling gameplay experiences rely on prior musical and cultural knowledge.


Author(s):  
Tina Tomazic ◽  
Luka Druks ◽  
Noemia Bessa Vilela

E-sports within the gaming industry characterize an economic sector that is engaged in the developing, marketing, and sale of video games. They represent many opportunities for advertising and public relations, which are very important to increase the visibility of e-sports. The use of both has proved far more effective, because it allowed a rapid increase in their popularity. The aim of this chapter is to compare the use of public relations and advertising in e-sports and to determine their appropriateness. So, the relationship between public relations, advertising, and e-sports is developed and researched for the first time here. The authors used qualitative comparative analysis between public relations and advertising in the context of e-sports based on Natus Vincere, one of the most important Ukrainian organizations in the gaming industry. The rise of the gaming industry and recent success of e-sports demonstrate the profitable economic potentials of gaming spectatorship.


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