In Lev Manovich’s What is Digital Cinema, he states that “traditional film technology is universally being replaced by digital technology.” (Manovich, 178) This is indeed true. Digital technology is changing video games as well. Both films and video games depend on each other. Film studios and video game developers remediate each other’s product to maximize profits. Filmmakers, cinematographers, directors, actors and composers often work on video games. The two industries use the same technology. Both medias tell interrelated stories in both narrative worlds, which Jenkins calls it, transmedia storytelling. Transmedia storytelling is an approach that reconfigures the entire media experience. Video games that are based on films allow the players to interact with the characters that are seen in the film by manipulating the console’s controller. In the video game Enter the Matrix, released in 2003, the players take on the role of supporting characters in the film sequel Matrix Reloaded. They play the side stories; those that not appear on screen in the film. The game is inspired by the world that is depicted in the film. Enter the Matrix displays distinct visual parallel between the film and the video game. The overlook of the film and video game is similar and distinguishable because the video game mimics the visual style of the film. It gets players satisfied with their purchase of the game. Playing the game is a different experience for the players because it connects them with the source material. It allows them to be part of the story and to feel to be the character of their franchise. Players are considered spectators too because there are some cinematic cut scenes that are shown in the game which makes them observe and do n... ... middle of paper ... ...their new creations. Cinematic techniques are now associated with video games which make it more interesting for gamers out there. It is like a two-in-one package where the player can interact with the game and can spectate as the cut scenes are playing. These two media highly influence each other. Films want to become like video games and video games want to become like films. In most cases though, video games get more techniques from old films than from the new films. Newer films are highly influenced by the newer video games. They get ideas and get inspired of how video games are able to manage to depict an extraordinary scene on screen by using special effects, 3-dimenesional images and computer-generated images (CGI). Thus, both films and video games find inspiration from each other that share encouraging set of transmedia synergies that make them successful.
In pages 20-24 of Reality Is Broken: Why Games Make Us Better and How They Can Change the World, I agree that there are many different video games. For me, I am a fan of single-player games with story modes because I can play by myself and go at a pace that suits me. However, I enjoy playing online multiplayer when I have friends I can play with because it is fun interacting with friends and doing stuff together. I play on a console or my computer, but I have played on my phone and a hand-held device. I have not played a board game or card game in a while, but I would play it if the opportunity presents itself. The video games genres I play are sports, action, and adventure. I agree with Jane McGonigal that video games share four defining traits,
The purpose of this paper is to expose some of the stereotypes present in the film The Matrix, directed by Andy and Larry Wachowski. In order to accomplish this we shall see that although The Matrix is considered to be a film about rebellion, it contains several stereotypical portrayals, which actually make it a film that supports the status quo. We shall also see that the African American characters in The Matrix (the Oracle, Tank, Dozer, and Morpheus) are all depicted in the stereotypical servant roles. Furthermore, the women (Trinity and Switch) in this film are portrayed stereotypically; that is, they are either reduced to a caring/nurturing role or they simply help make up the background (they do not have a voice). Finally, Morpheus’ initial power and leadership is stripped away leaving him to play the stereotypical supporting and buddy role.
In the textbook ‘American Film: A History’, Jon Lewis discusses the components which he believes are markers of “the end of cinema as we know it”. By Cinema, Jon Lewis is meaning the all-encompassing thing that is film-making and film-viewing, as well as the marketing, and business side of Hollywood itself. The changes that resulted from the conglomerate business model, the marketing system of the industry and the advance in technology are the major argument points discussed by Lewis, however I think that technology itself is truly the overarching cause of the changes that’ve been seen.
Millions of people flock to the movie theater year after year on a quest to be entertained. Even a mediocre movie has the ability to take the audience to another place, escaping the realities of their own life, if only for a mere two hours. Some movies are simply pure entertainment. And then, there are those movies that provoke conversation long after the film has been viewed. Dystopian themes are not new, and have historically provided a template to gage the course of human existence. The Matrix portrays a society where humans exist without freedom. The film is not only entertaining, but also thought provoking. It paints a world with two different dimensions, one with the mind numbing constraint of technology, the second with endless possibilities and free will. When closely examined, a world very much like today’s. The Matrix uses technology to dominate humankind, by implementing a socially stabilizing virtual reality program, thus warning that humanity’s obsession with technology can weaken the mind.
My grandfather has always talked about how much movies have changed in such a short amount of time. His favorite movie, E.T.: The Extra-Terrestrial, is an example of how editing and special effects have changed drastically since only 1982 and even from the early 1900s. Watching a movie from this year compared to a movie from the 1930s, the viewer would notice many differences ranging from effects, transitions and especially quality. When film started in the late 1800s, there was no digital technology to edit films. There have been many contributors in the film industry that have helped evolve film to its digital age of today. Edwin Porter was the first person in film history to create a narrative film. Lev Kuleshov created a technique gives films certain moods to it and can affect a person’s emotions just by the way images are juxtaposed and edited together. Danny Boyle is an example of a modern day director that developed a set of guidelines that a director should reciprocate while filming. Film editing has revolutionized and developed so much since the early 1900s to now because of important contributors throughout its history that developed new technology and techniques.
The movie "Matrix" is drawn from an image created almost twenty-four hundred years ago by the greek philosopher, Plato in his work, ''Allegory of the Cave''.The Matrix is a 1999 American-Australian film written and directed by the Wachowski brothers. Plato, the creator of the Allegory of the Cave was a famous philosopher who was taught by the father of philosophy Socrates. Plato was explaining the perciption of reality from others views to his disciple Aristotle. The Matrix and the Allegory of the Cave share a simmilar relationship where both views the perciption of reality, but the Matrix is a revised modern perciption of the cave. In this comparison essay I am going to explain the similarities and deifferences that the Matrix and The Allegory of the Cave shares.In the Matrix, the main character,Neo,is trapped in a false reality created by AI (artificial intelligence), where as in Plato's Allegory of the Cave a prisoner is able to grasp the reality of the cave and the real life. One can see many similarities and differences in the film and the allegory. The most important similarity was between the film and the Allegory is the perception of reality.Another simmilarity that the movie Matrix and the Allegory of the Cave shares is that both Neo and the Freed man are prisoners to a system. The most important difference was that Neo never actually lived and experienced anything, but the freed man actually lived and experinced life.
Technology is a central issue surrounding film making from the times of Charlie Chaplin's silent films to today's modern and computer-animated films such as George Lucas's Star Wars. In addition there have been a system of changes in computer, phone and video enhancement which has propelled vast amounts of information knowledge to the public at a rapid rate.
Since the coinage of the term in an MIT Technology Review (2003) article, Henry Jenkins’ theory of transmedia has been significantly contested and edited by multiple media theorists and scholars. In short, transmedia storytelling is the technique of telling a narrative across multiple platforms. The goal of a transmedia project is to heighten the degree in which audiences participate and interact with the events, characters, and storyworld of a franchise. A transmedia project can include, but is not limited to, the use of movies, books, games, social-media, and graphic novels. These elements work together to make the story more enjoyable and contribute to richer fan-engagement. Jenkins’ best summarizes a definition himself in his 2006 book Convergence Culture: Where Old and New Media Collide; “A transmedia story unfolds across multiple media platforms with each new text making a distinctive and valuable contribution to the whole” (pp. 95-96).
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Bell, Chris. "Video Games: The Sport of the Future?" The Telegraph. Telegraph Media Group, 26 June 2013. Web. 11 Dec. 2013.
Filmmaking is an art like no other. It brings people together to create magnificent stories that people can view either on their television or on the big screen. The creators of film could not have imagined how far filmmaking would go and how much it would impact the world of entertainment. The invention of filmmaking has evolved over a long period of time and will continue to impact the world of entertainment.
Computer technology invades the film industry. The existence of computers have aided in the production of genres of film ranging from action movie special effects, to cartoon animation and claymation. Computer Generated Imagery, better known as CGI, assists filmmakers in many ways. An image can be made two-dimensional from a three-dimensional scene, camera angles can be altered to make a character seem larger and thus more important than its surrounding bodies, and colors can be brightened or neutralized, among other things (Parsons, Oja 1). Without the aid of computers, movies would not have the ability to be what they are today.
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.
Movies and video games today, play a significant role in shaping the attitudes, thoughts, and beliefs of society. In terms of being more influential on its particular audience, video games are a much more potent medium of entertainment than movies for a variety of reasons. The influence video games have on their participant are very obvious and overwhelming. Study’s concur the overall impact of video games on their audience is substantial when comparing them to movies. Video games have a substantial influence on its audience because video games are increasing violent behavior of the player, contain more violent content and a deeper complex plot, and video games require a much deeper lever of engagement of the player.