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VIDEO GAMES AT THE CINEMA

Alexis Blanchet



 

Cinema and video games have had a relationship that has been upset and ambiguous to say the least since the end of the 1970s. Through the prism of video games, cinema questions the role of computers in our societies, the emergence of alternative, virtual or video game realities and questions the playful practices of adolescents. Hackers, programmers, gamers and video game icons are all figures that the cinema seizes on in order to talk about the emergence of a new medium and to worry about its influence, often considered harmful, on young people. From TRON to Super Mario Bros., we are invited to a surprising journey between pixels and film.


In summary:


Chapter 1: The video game in the spotlight

Chapter 2: When the computer starts playing…

Chapter 3: Virtual Game and Real Suffering

Chapter 4: The figure of the gamer as performer

Chapter 5: The Era of Big Screen Adaptations: Super Mario is a movie star!

Chapter 6: The cinematic spectacle in the era of video games.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

French

Paperback

9782200271947

2012

128

OTHER NAMES

  • Les jeux vidéo au cinéma

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