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The beating heart theory of cinemati...
~
Mack, Justin.
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The beating heart theory of cinematic video games.
Record Type:
Language materials, printed : Monograph/item
Title/Author:
The beating heart theory of cinematic video games./
Author:
Mack, Justin.
Description:
133 p.
Notes:
Source: Masters Abstracts International, Volume: 50-05, page: 2732.
Contained By:
Masters Abstracts International50-05.
Subject:
Cinema. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1509233
ISBN:
9781267298676
The beating heart theory of cinematic video games.
Mack, Justin.
The beating heart theory of cinematic video games.
- 133 p.
Source: Masters Abstracts International, Volume: 50-05, page: 2732.
Thesis (M.A.)--Southern Methodist University, 2012.
This thesis examines the realm of cinematic video games, and attempts to define the textual characteristics that the increasingly common "cinematic" descriptor denotes. Cinematic video games are not necessarily tie-in products of existing film properties, they are game texts which aim to provide a satisfying mixture of spectacle and narrative for players. What are the standard structural qualities which allow for such a mixture, and how do they function both similarly and very differently from narrative film? What does it really mean to describe a video game as cinematic? The beating heart theory is a foundation for answering these questions. It is the distillation of the essential DNA of a cinematic game text into a functional illustration. This illustration combines the two sets of binaries which constitute the default cinematic game experience: (1) the relationship between spectacle and narrative (defined in Geoff King's "spectacular narrative" theory); (2) the fluctuation between an active player and a passive viewer state. By conceiving of these two binaries as linear axes, we can combine them into a cohesive framework, creating four distinct yet adjoining quadrants (or phases), within which any moment of a cinematic game experience can be appropriately plotted. Emotional and physical engagement with a cinematic game text can thus be defined by the measured distribution of game segments within these four phases, and by the constant movement between them. These are the synchronic and diachronic aspects of cinematic game design. Using the beating heart model, I analyze cinematic game texts produced by three major development studios: Naughty Dog, Rockstar Games, and BioWare. With titles such as Uncharted, Red Dead Redemption, and Mass Effect, each have built successful brands tied to specific approaches to cinematic game design. These examples highlight both the breadth of gameplay and narrative experiences contained within the realm of cinematic games, and the flexibility of the beating heart model to illuminate the common structures which bind them. Ultimately, this model is an avenue by which our understanding of the relationship between video games and other media, especially cinema, can be expanded.
ISBN: 9781267298676Subjects--Topical Terms:
854529
Cinema.
The beating heart theory of cinematic video games.
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Source: Masters Abstracts International, Volume: 50-05, page: 2732.
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Adviser: Derek Kompare.
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Thesis (M.A.)--Southern Methodist University, 2012.
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This thesis examines the realm of cinematic video games, and attempts to define the textual characteristics that the increasingly common "cinematic" descriptor denotes. Cinematic video games are not necessarily tie-in products of existing film properties, they are game texts which aim to provide a satisfying mixture of spectacle and narrative for players. What are the standard structural qualities which allow for such a mixture, and how do they function both similarly and very differently from narrative film? What does it really mean to describe a video game as cinematic? The beating heart theory is a foundation for answering these questions. It is the distillation of the essential DNA of a cinematic game text into a functional illustration. This illustration combines the two sets of binaries which constitute the default cinematic game experience: (1) the relationship between spectacle and narrative (defined in Geoff King's "spectacular narrative" theory); (2) the fluctuation between an active player and a passive viewer state. By conceiving of these two binaries as linear axes, we can combine them into a cohesive framework, creating four distinct yet adjoining quadrants (or phases), within which any moment of a cinematic game experience can be appropriately plotted. Emotional and physical engagement with a cinematic game text can thus be defined by the measured distribution of game segments within these four phases, and by the constant movement between them. These are the synchronic and diachronic aspects of cinematic game design. Using the beating heart model, I analyze cinematic game texts produced by three major development studios: Naughty Dog, Rockstar Games, and BioWare. With titles such as Uncharted, Red Dead Redemption, and Mass Effect, each have built successful brands tied to specific approaches to cinematic game design. These examples highlight both the breadth of gameplay and narrative experiences contained within the realm of cinematic games, and the flexibility of the beating heart model to illuminate the common structures which bind them. Ultimately, this model is an avenue by which our understanding of the relationship between video games and other media, especially cinema, can be expanded.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1509233
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