film experience
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Author(s):  
Zoya Alforova ◽  
◽  
Serhii Marchenko ◽  
Halyna Kot ◽  
Alla Medvedieva ◽  
...  

The popularity of streaming services has been steadily growing over the past 5 years, and the number of subscribers is increasing. This study was conducted to find out how the popularisation of streaming services affects filmmaking. The history of cinema is inextricably linked with the development of technology. It should be noted that each new page in the history of the film industry began with the invention of new innovations. During the digital age, a rapid leap forward in the television and film industry was also inevitable. Digital cinema is a format that has virtually left film and analogue cinema technology behind. Each revolution in the film industry has been a new step towards providing audiences with a new experience and an even more vivid film experience. Streaming services are one of the innovations that have emerged thanks to the development of digital technologies. They allow viewers to receive content for a fixed price. Streaming guarantees quality and availability with minimal technical support. For this study, theoretical materials on the impact of digital technologies on changes in cinema were investigated. The study analyses data on changes in the audience of the most popular streaming services over the past 10 years. The results of the study showed that the increase in demand for streaming and online cinemas affects the audience’s requirements for the genres and format of cinema. To satisfy audiences, filmmakers are constantly modernising the industry. It can be concluded that the tastes of the audience are changing and the workers of the film industry should be guided by this. In the future, global and Ukrainian streaming services will be able to create original content that will meet the requirements of viewers.


2021 ◽  
pp. 135050762110533
Author(s):  
Brigitte Biehl

Film has been widely used for management learning, mostly with a focus on the story rather than on the film experience. This study draws on arts-based learning literature, film studies and data from learning interactions, and develops a taxonomy of experiential learning with film as a specific art form and emotional medium. The taxonomy includes three elements: making a film experience, processing the experience and cultural aesthetic reflexivity. This study provides process steps and teaching strategies to help move management learners along in the process towards specific learning outcomes. It introduces a film analysis tool as a method that can be used to overcome aesthetic muteness when reflecting on the film experience. The acclaimed and contested TV series Game of Thrones serves as a point of reference, and examples feature the female leader Daenerys Targaryen. The approach is transferable across films and TV series to integrate knowing, experience and emotions and to use popular culture’s critical potential for management learning.


Panoptikum ◽  
2021 ◽  
pp. 39-60
Author(s):  
Carlo Comanducci

Considered in its articulation with an idea of “slow” cinema, the label “fast cinema” suggests three characteristics: fast-paced action, hyperkinetic cinematic style, and irreflexive consumption. Not only does fast cinema suggest these three characteristics, however, it also suggests that they directly correspond to each other so that, in a “fast” film, fast-paced action would be seamlessly rendered through “fast” cinematic enunciation and this rendering would necessarily result in an escapist, ready-to-consume film product. It is more by this correspondence, I think, than by any of these elements on its own that a certain understanding of “fast” cinema is established. Against this understanding, through a variety of contrasting examples, the article argues that the impression of fastness and that of slowness are both the matter of a tension between different temporalities and a complex combination of heterogeneous film elements, and that the articulation of “fast” and “slow” cinema itself depends less on the formal characteristics of different kinds of film than on a disciplinary understanding of spectatorship, which pretends to derive from these formal characteristics different and unequal forms of film experience.


2021 ◽  
Author(s):  
Adriano D’Aloia

A common outcome of acrobatics, and a motif often combined with it, is the fall. The chapter ‘Fall. Descent to equilibrium’ discusses the recurrence of the motif of the falling human body in contemporary cinema, taking as a starting point Oliver Pietsch’s found footage film Maybe Not. Relying on Torben Grodal’s application of the notions of telic and paratelic to the film experience, referring to the use of cinema as metaphor for the mind proposed by Antonio Damasio, and interpreting several experiments on the perception of movement in film sequences whose temporality is manipulated, this chapter describes the modality through which cinema ‘regulates’ the fall by adopting a homeostatic process that reduces its traumatic character and, at the same time, enhances its expressive effectiveness.


2021 ◽  
pp. 219-238
Author(s):  
Shawn Shimpach

This chapter considers Universal’s relationship with its audiences at the end of the silent period of Hollywood cinema. Specifically, it presents The Last Warning as a case study and focuses on the ways that Universal promoted this film—a “partial-talkie”—to exhibitors and advertised it to the public. This analysis suggests how Universal imagined the audience for this film and explores the studio’s strategies for connecting the film’s narrative to this imagined audience during the transitional period to synchronised sound. For example, Universal tried to entice exhibitors to book the film by providing survey cards that audience members could fill out during a break in the film’s narrative. The cards would allow them to guess “whodunnit” before the film resumed. Universal therefore engaged in a creative and playful approach to making the film experience more interactive, albeit in a decidedly low-tech way. The studio imagined a specific, rather sophisticated type of audience engagement with a stylistically creative but narratively banal genre film at the end of the silent era.


Author(s):  
Jorge Nicolás Lucero
Keyword(s):  

El artículo propone analizar los breves estudios que Merleau-Ponty ha hecho en torno al séptimo arte y evaluar la afinidad entre los mismos y su propuesta fenomenológica. Tematizando las nociones de temporalidad y movimiento junto con sus consideraciones sobre el cine, sostendremos que el filósofo encuentra en la experiencia fílmica no sólo una expresión mayor del hombre como ser en el mundo, sino también un modelo para redefinir el tiempo y el movimiento más allá de las condiciones dadas por el pensamiento objetivo. Asimismo, sostendremos, gracias al análisis del movimiento fenomenal, una primacía ontológica del movimiento de la que también da cuenta el cine.The article proposes to analyze the briefs studies Merleau-Ponty have done around the seventh art and to evaluate the affinity between them and his phenomenological proposal. Focusing attention on the notions of temporality and movement in conjunction with his cinema conception, we hold that the philosopher finds in film experience not only a main expression of the mankind as being in the world, but also a model for redefining time and movement beyond objective thought’s conditions. Furthermore, we hold, thanks to the phenomenal movement’s analysis, an ontological primacy of movement that is reported by cinema, too.


2021 ◽  
pp. 115-149
Author(s):  
Rasmus Greiner

AbstractThe aim of this chapter is to investigate histospheres as multi-immersive perceptual spaces that not only model a historical world but also profoundly influence our conceptions and interpretations of history. In this context, the first section examines the role of aesthetically modeled atmospheres and the moods they evoke. The second section builds on this examination by considering filmic space. Filmic atmospheres and spatial figurations of movement bring us physically and mentally closer to the action of the film. Another potent mechanism of perspectivation is film characters, and so the third section focuses on imaginative empathy with the characters who inhabit a film’s historical world. In combination with film experience as a mode of embodied perception, this inner perspective provokes interpretations and evaluations that we can extend to the filmic depiction’s historical references.


2021 ◽  
pp. 49-73
Author(s):  
Rasmus Greiner

AbstractThis chapter describes the interactions and intersections between film experience and historical experience. The first section introduces the phenomenological theories underpinning the notion of film experience and applies them to the historical film. Focusing on concepts of embodied film perception, it discusses the spectator’s impression of making direct contact with a film’s historical world. This imaginary contact with history bears similarities to Frank R. Ankersmit’s theory of historical experience, which is examined in the second section. The interconnections between Ankersmit’s concept and Vivian Sobchack’s phenomenological theory of film experience are considered in greater depth in the third section. The aim is to develop a concept of histospheres in which sensuous and cognitive perceptions are fused into a unified cinematic experience of history.


Post-cinema ◽  
2020 ◽  
Author(s):  
Francesco Casetti ◽  
Andrea Pinotti

Instead of developing the general theme of the immersive experience, Francesco Casetti and Andrea Pinotti exemplify it by focusing specifically on Alejandro G. Iñárritu’s Carne y arena, an interactive virtual reality installation presented at the 2017 Cannes Film Festival, insofar as it testifies to the formal and spectatorial transformations that are rightly referred to as post-cinema. More generally, emphasizing the characteristics of “unframedness, presentness, and immediateness,” this kind of work draws our attention to the phenomenology of the film experience. Casetti and Pinotti propose going beyond phenomenology (and ontology) with the project of an iconic ecology based on the concept of phaneron, the appearance as it is perceived for itself.


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