The Cinematisation of Computer and Console Games: Aesthetic and Commercial Convergence in the Film and Game Industries
Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
This thesis examines the growing trend of cinematisation in computer and console games, where both visual styles and industrial practices are concerned. The ever-increasing runtime of cinematic cutscenes in games, and the stylization of game graphics in accordance with established film genres are of primary focus regarding the gaming industry's absorption and interpretation of cinematic visuals. Comparisons of film-game convergence are based on the proliferation of non-gameplay promotional trailers and their role in hype-generation; as well as game producer strategies of franchising, cross-promotion, and initial-sales business model. Comparison is thus accomplished with regards to a number of fundamental similarities in both industries' business and commercial tactics, as stemming from the risk and reward-based investment financing system prevalent in both industries. Finally, a selection of user and industry professional video responses to the aforementioned trends are examined, both for their value in counter-balancing the assumptions of success which often follow staggeringly high initial sales figures; and for their value in layering the depth of film-game convergence even further, as they respond to the recent, filmic trends in games using the very language of film.
Place, publisher, year, edition, pages
2011. , 47 p.
Games, film, convergence, game industry, film industry, game developers, game publishers, pre-release, hype, marketing, franchising, promotional, trailers, risk and reward, hardcore, mainstream, aesthetic, cut-scenes, cinematic, transitional chasm, EA, Activision, BioWare, CD Projekt, Call of Duty, Dark Souls
Studies on Film Media Studies
IdentifiersURN: urn:nbn:se:su:diva-108264OAI: oai:DiVA.org:su-108264DiVA: diva2:756302
Frykholm, Joel, Postdoctoral Research Associate