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"Motion pictures and video games"
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Gaming film : how games are reshaping contemporary cinema
Cinema's influence on games is a widely researched topic within digital media and games studies, yet the impact that computer games have had on film is still largely under-explored \"Gaming Film sets out to redress this imbalance, examining a wide array of films, from \"Run Lola Run\" and \"Source Code\", to \"Avatar\" and \"Inception\"among others. Through analyzing cinematic aspects that have been re-shaped by games, from the type of stories told and new structural patterns, to exciting visual innovations and changing viewing habits, contemporary film emerges as an invigorated art form, looking poised for the interactive digital age.
Hollywood gamers : digital convergence in the film and video game industries
2010
For years, major film studios have licensed products related to their
most popular films; video game spin-offs have become an important part of these
licensing practices. Where blockbuster films are concerned, the video game release
has become the rule rather than the exception. In Hollywood Gamers, Robert Alan
Brookey explores the business conditions and technological developments that have
facilitated the convergence of the film and video game industries. Brookey treats
video games as rhetorical texts and critically examines several games to determine
how specific industrial conditions are manifest in game design. Among the games (and
films) discussed are Lord of the Rings, The Godfather, Spider-Man, and Iron
Man.
Lights, camera, game over! : how video game movies get made
\"Since 1993, Hollywood has been rendering popular video games on the silver screen, mainly to critical derision and box office failure. While a few a of these films have succeeded, many have been hailed as the \"worst movie ever\" and left gamers asking: How did that get made? Super Mario fans expecting plumbers jumping on Goombas got an inter-dimensional battle between humans and evolved dinosaurs. Gamers expecting to see Ryu, Ken, and the rest of the World Warriors compete in the Street Fighter Tournament instead got a live-action GI Joe. This in-depth and entertaining work recounts the production histories of many of these movies, revealing the sometimes convoluted, sometimes inspired path Hollywood took to turn pixels into living flesh. More than 40 indsutry insiders, including film directions Paul W. S. Anderson (Resident Evil), Simon West (Tomb Raider), and Steven de Souza (Street Fighter), share their insights on the process.\" --publisher description.
Running and Clicking: Future Narratives in Film
Running and Clicking examines how Future Narratives push against the confines of their medium: Studying Future Narratives in movies, interactive films, and other electronic media that allow for nodes, this volume demonstrates how the dividing line between film and game is progressively dissolved. Focused on traditional mass media, transitional media, and new media, it also touches on transmedial storytelling and virtual reality, discussions of the political power of the imaginary and of the possible fate of Future Narratives in the post-human hegemony of the simulated real.
Double down
by
Kinney, Jeff, author
,
Kinney, Jeff. Diary of a wimpy kid (Series) ;
in
Halloween Juvenile fiction.
,
Video games Juvenile fiction.
,
Families Juvenile fiction.
2016
The pressure's really piling up on Greg Heffley. His mom thinks video games are turning his brain to mush, so she wants her son to put down the controller and explore his creative side. As if that's not scary enough, Halloween's just around the corner and the frights are coming at Greg from every angle.
CHILDBOOK
Double down
by
Kinney, Jeff, author
,
Kinney, Jeff. Diary of a wimpy kid (series) ;
in
Halloween Juvenile fiction.
,
Video games Juvenile fiction.
,
Families Juvenile fiction.
2017
Greg Heffley's mom wants him to take a break from video games while Halloween approaches and he comes up with an idea to make a movie.
Vicarious play and the paradox of the video game movie: A central question for media education
2013
Despite far surpassing movies in global sales, and rivalling them in terms of star power and internet hype, video games are rarely given as much critical attention as films - something that isn't helped by the dismal quality of big-screen game adaptations. Peter Gutierrez explores the complicated relationship between cinema and gaming, and explains why leaving gaming out of lessons means missing out on a rich media learning opportunity.
Magazine Article
Fantastic transmedia : narrative, play and memory across science fiction and fantasy storyworlds
\"In Fantastic Transmedia, writer and academic Colin B Harvey explores the manifold ways in which science fiction and fantasy franchises use transmedial techniques to create complex and involving imaginary worlds. From high profile franchises like Star Wars, Halo and the Marvel Cinematic Universe to far smaller, micro-budgeted indie projects, Harvey explores the ways in which fantastic storyworlds use novels, television shows, films, comic books, videogames, toys and User-Generated Content to extend and deepen audiences' experiences. Through numerous case studies Harvey identifies story, play and memory as the key mechanisms through which such creators develop, spread, and emotionally engage\"-- Provided by publisher.
Vicarious play and the paradox of the video game movie: A central question for media education
2013
Despite far surpassing movies in global sales, and rivalling them in terms of star power and internet hype, video games are rarely given as much critical attention as films - something that isn't helped by the dismal quality of big-screen game adaptations. Peter Gutierrez explores the complicated relationship between cinema and gaming, and explains why leaving gaming out of lessons means missing out on a rich media learning opportunity.
Magazine Article