Open this publication in new window or tab >>2006 (English)In: Intermédialités, ISSN 1705-8546, Vol. 6, p. 13-26Article in journal (Refereed) Published
Abstract [en]
New digital forms, particularly computer and video games, pose a challenge to the cultural status that film has enjoyed for decades. This challenge provoked an anxiety about new media reflected in a series of films in the 1990s, including eXistenZ and The Matrix. Hollywood filmmakers have responded to the challenge with a twofold strategy: they have adopted computer-graphic special effects, while maintaining a commitment to linear narrative and transparent representation. Recently, the DVD has led the film industry to explore hybrid forms of representation and even interactivity.
Place, publisher, year, edition, pages
the Center for Research on Intermediality (CRI) of the Université de Montréal, 2006
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urn:nbn:se:bth-8930 (URN)oai:bth.se:forskinfoCC552467DDAB2224C12573410024DB08 (Local ID)oai:bth.se:forskinfoCC552467DDAB2224C12573410024DB08 (Archive number)oai:bth.se:forskinfoCC552467DDAB2224C12573410024DB08 (OAI)
Note
The issue is designated 2005:6, even though the article appeared in 2006.
2012-09-182007-08-242018-01-11Bibliographically approved