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Playing with Cinema: The Development of Audio-Visual Style in Video Games- [electronic resource]
Playing with Cinema: The Development of Audio-Visual Style in Video Games - [electronic re...
Playing with Cinema: The Development of Audio-Visual Style in Video Games- [electronic resource]

Detailed Information

자료유형  
 학위논문파일 국외
최종처리일시  
20240214101516
ISBN  
9798380144537
DDC  
791
저자명  
Froehlich, Clint James.
서명/저자  
Playing with Cinema: The Development of Audio-Visual Style in Video Games - [electronic resource]
발행사항  
[S.l.]: : The University of Chicago., 2023
발행사항  
Ann Arbor : : ProQuest Dissertations & Theses,, 2023
형태사항  
1 online resource(315 p.)
주기사항  
Source: Dissertations Abstracts International, Volume: 85-02, Section: A.
주기사항  
Advisor: Jagoda, Patrick;Rodowick, David N.
학위논문주기  
Thesis (Ph.D.)--The University of Chicago, 2023.
사용제한주기  
This item must not be sold to any third party vendors.
초록/해제  
요약This dissertation is about how video games incorporate cinematic style and use cinema's aesthetic toolkit. The ways that games affectively impact players are often determined by cinematic techniques; games thus demonstrate the influence and nesting of one medium within another. This dissertation occupies a theoretical space between that of "ludology" and "narratology," in that games' medium-specificity (interactivity) is what communicates with other media. This dissertation contends that games should be described as modeling cinematic, or "cine-real," mediations of reality via interactivity. That games are a creative use of (or play with) codified forms of cine-reality is this dissertation's instantiating claim.Games are unique forms of "predestination machines," systems for processing external input into predetermined outcomes. They bear authorial signatures in ways similar to cinema. This dissertation offers the interpretation that what is unique about games is ontologically specific to their nature as interactive, cinematic machines. Games play themselves, progressing in predetermined fashions, ultimately demonstrating that what is authored in games parallels their cinematic attributes.The idea of "playing with cinema" qualitatively elevates neither player agency nor authorial intention, even as it illuminates the latter as a corrective to decades of game scholarship dismissive of cinematic influence. The evolution of games across the last 30-plus years demonstrates that the influence of cinematic style has exploded rather than waned. How this has happened-through what formal means and cinematic-gamic correspondences-is this dissertaiton's primary concern. It is inarguable that games today resemble cinema more than ever, but what often goes uninvestigated is that games were conceived as quasi-cinematic works from the medium's earliest days. Early fundamentals of the medium complexly utilized cinematic style, as shown in this dissertation's analysis of Secret of Mana, which wrestles with pervasive evidence of cinematic audio-visual techniques seamlessly integrated within interactive game segments. Interactivity is a polar node of the feedback loop with cinematic style in games, and this interplay is evident even in the 16-bit era, during which designers used music and text-based dialogue to condition emotional responses and evoke cine-realistic worlds. This audio-visual domain rarely functions without choreographed cinematic elements.The development of cinematic style in games over time can be broadly characterized as the evolution of relationships between "cinematic flow" and "cinematic rupture." The oscillation between and intermingling of flow and rupture is where we locate games' simulations of cine-reality. This dissertation examines the evolution of cinematic storytelling in games from the mid-90s to the late-00s in particular, showing that the influence of cinematic style on games was no more prevalent today than in the 90s, but is simply more clearly visible today. It is also argued that the aforementioned period is historically crucial to the development of cinematic game style, and solidified many conventions of current video game design. We have always been playing with cinema, and as technology evolved the latitude of this play only increased in complexity, as demonstrated herein through analyses of games including Tomb Raider, Resident Evil, and Uncharted 2.
일반주제명  
Film studies.
일반주제명  
Cinematography.
일반주제명  
Art history.
키워드  
Ludology
키워드  
New media
키워드  
Video games
키워드  
Visual style
키워드  
Interplay
기타저자  
The University of Chicago Cinema and Media Studies
기본자료저록  
Dissertations Abstracts International. 85-02A.
기본자료저록  
Dissertation Abstract International
전자적 위치 및 접속  
로그인 후 원문을 볼 수 있습니다.

MARC

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■040    ▼aMiAaPQ▼cMiAaPQ
■0820  ▼a791
■1001  ▼aFroehlich,  Clint  James.
■24510▼aPlaying  with  Cinema:  The  Development  of  Audio-Visual  Style  in  Video  Games▼h[electronic  resource]
■260    ▼a[S.l.]:▼bThe  University  of  Chicago.  ▼c2023
■260  1▼aAnn  Arbor  :▼bProQuest  Dissertations  &  Theses,  ▼c2023
■300    ▼a1  online  resource(315  p.)
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  85-02,  Section:  A.
■500    ▼aAdvisor:  Jagoda,  Patrick;Rodowick,  David  N.
■5021  ▼aThesis  (Ph.D.)--The  University  of  Chicago,  2023.
■506    ▼aThis  item  must  not  be  sold  to  any  third  party  vendors.
■520    ▼aThis  dissertation  is  about  how  video  games  incorporate  cinematic  style  and  use  cinema's  aesthetic  toolkit.  The  ways  that  games  affectively  impact  players  are  often  determined  by  cinematic  techniques;  games  thus  demonstrate  the  influence  and  nesting  of  one  medium  within  another.  This  dissertation  occupies  a  theoretical  space  between  that  of  "ludology"  and  "narratology,"  in  that  games'  medium-specificity  (interactivity)  is  what  communicates  with  other  media.  This  dissertation  contends  that  games  should  be  described  as  modeling  cinematic,  or  "cine-real,"  mediations  of  reality  via  interactivity.  That  games  are  a  creative  use  of  (or  play  with)  codified  forms  of  cine-reality  is  this  dissertation's  instantiating  claim.Games  are  unique  forms  of  "predestination  machines,"  systems  for  processing  external  input  into  predetermined  outcomes.  They  bear  authorial  signatures  in  ways  similar  to  cinema.  This  dissertation  offers  the  interpretation  that  what  is  unique  about  games  is  ontologically  specific  to  their  nature  as  interactive,  cinematic  machines.  Games  play  themselves,  progressing  in  predetermined  fashions,  ultimately  demonstrating  that  what  is  authored  in  games  parallels  their  cinematic  attributes.The  idea  of  "playing  with  cinema"  qualitatively  elevates  neither  player  agency  nor  authorial  intention,  even  as  it  illuminates  the  latter  as  a  corrective  to  decades  of  game  scholarship  dismissive  of  cinematic  influence.  The  evolution  of  games  across  the  last  30-plus  years  demonstrates  that  the  influence  of  cinematic  style  has  exploded  rather  than  waned.  How  this  has  happened-through  what  formal  means  and  cinematic-gamic  correspondences-is  this  dissertaiton's  primary  concern.  It  is  inarguable  that  games  today  resemble  cinema  more  than  ever,  but  what  often  goes  uninvestigated  is  that  games  were  conceived  as  quasi-cinematic  works  from  the  medium's  earliest  days.  Early  fundamentals  of  the  medium  complexly  utilized  cinematic  style,  as  shown  in  this  dissertation's  analysis  of  Secret  of  Mana,  which  wrestles  with  pervasive  evidence  of  cinematic  audio-visual  techniques  seamlessly  integrated  within  interactive  game  segments.  Interactivity  is  a  polar  node  of  the  feedback  loop  with  cinematic  style  in  games,  and  this  interplay  is  evident  even  in  the  16-bit  era,  during  which  designers  used  music  and  text-based  dialogue  to  condition  emotional  responses  and  evoke  cine-realistic  worlds.  This  audio-visual  domain  rarely  functions  without  choreographed  cinematic  elements.The  development  of  cinematic  style  in  games  over  time  can  be  broadly  characterized  as  the  evolution  of  relationships  between  "cinematic  flow"  and  "cinematic  rupture."  The  oscillation  between  and  intermingling  of  flow  and  rupture  is  where  we  locate  games'  simulations  of  cine-reality.  This  dissertation  examines  the  evolution  of  cinematic  storytelling  in  games  from  the  mid-90s  to  the  late-00s  in  particular,  showing  that  the  influence  of  cinematic  style  on  games  was  no  more  prevalent  today  than  in  the  90s,  but  is  simply  more  clearly  visible  today.  It  is  also  argued  that  the  aforementioned  period  is  historically  crucial  to  the  development  of  cinematic  game  style,  and  solidified  many  conventions  of  current  video  game  design.  We  have  always  been  playing  with  cinema,  and  as  technology  evolved  the  latitude  of  this  play  only  increased  in  complexity,  as  demonstrated  herein  through  analyses  of  games  including  Tomb  Raider,  Resident  Evil,  and  Uncharted  2.
■590    ▼aSchool  code:  0330.
■650  4▼aFilm  studies.
■650  4▼aCinematography.
■650  4▼aArt  history.
■653    ▼aLudology
■653    ▼aNew  media
■653    ▼aVideo  games
■653    ▼aVisual  style
■653    ▼aInterplay
■690    ▼a0900
■690    ▼a0435
■690    ▼a0377
■71020▼aThe  University  of  Chicago▼bCinema  and  Media  Studies.
■7730  ▼tDissertations  Abstracts  International▼g85-02A.
■773    ▼tDissertation  Abstract  International
■790    ▼a0330
■791    ▼aPh.D.
■792    ▼a2023
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T16933998▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.
■980    ▼a202402▼f2024

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