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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