JOURNAL ARTICLE

Film and games as alter egos: Towards a media theory of audio-visual play.

  • Published In: Journal of Gaming & Virtual Worlds, 2024, v. 16, n. 1. P. 9 1 of 3

  • Database: Applied Science & Technology Source Ultimate 2 of 3

  • Authored By: Freyermuth, Gundolf S. 3 of 3

Abstract

This article examines the relationship between film and digital games as forms of audio-visual play through media theory and game studies. It traces their historical evolution, highlighting that films primarily capture external movement through indexical recordings and linear, time-based narratives, while digital games model dynamic systems with non-indexical procedural animations and offer space-based, multilinear narratives shaped by player interaction. Both media have transitioned into the digital transmedium, where traditional boundaries blur, yet they maintain distinct modes of representation, narration, and audiovisualization. The article concludes that films and games exist in a relationship of "alterity," characterized by reciprocal influence and distinct identities within the evolving landscape of digital media.

Additional Information

  • Source:Journal of Gaming & Virtual Worlds. 2024/03, Vol. 16, Issue 1, p9
  • Document Type:Article
  • Subject Area:Film
  • Publication Date:2024
  • ISSN:1757191X
  • DOI:10.1386/jgvw_00089_1
  • Accession Number:178530882
  • Copyright Statement:Copyright of Journal of Gaming & Virtual Worlds is the property of Intellect Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)

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