Evoking Interactivity: Film and Videogame Intermediality since the 1980s

Mack, Jonathan (2016) Evoking Interactivity: Film and Videogame Intermediality since the 1980s. Adaptation, 9 (1). pp. 98-112. ISSN 1755-0645

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Official URL: http://dx.doi.org/10.1093/adaptation/apv031

Abstract

Videogames have become a huge presence in the entertainment media landscape. From Pac Man (Midway, 1980) to Grand Theft Auto (Rockstar Games, 1997–2013), gaming has gained a level of mainstream engagement that has resulted in particular games and characters becoming reference points for popular culture in a way previously seen with iconic film and literature. How film has dealt with this growing popularity is particularly fascinating, revealing a great deal about how reproducing elements of the videogame form constitutes part of a strategy to remain relevant and compete for attention in an increasingly crowded media marketplace. Avoiding the common limitation of discussing films adapted from particular videogame properties, this paper explores films that deal explicitly with the game medium in their narratives. From Tron (Steven Lisberger, 1982) and The Lawnmower Man (Brett Leonard, 1992) to The Matrix (Andy and Larry Wachowski, 1999) and Source Code (Duncan Jones, 2011), I use the concept of intermediality to demonstrate a clear increase in the engagement with and complexity of the interaction between games and films over time.

Item Type: Article
Uncontrolled Keywords: Games, film, intermediality, interactivity, media
Subjects: P300 Media studies
Department: Faculties > Arts, Design and Social Sciences > School of Arts and Social Sciences > Media & Communication Design
Depositing User: Nicola King
Date Deposited: 24 Mar 2016 11:42
Last Modified: 17 May 2017 00:51
URI: http://nrl.northumbria.ac.uk/id/eprint/26435

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