Semi-filmic Spaces. The Simulation of Cinematographic Spaces in Video Games
Joanna Sikorska
joanna.sikorska@amu.edu.plAdam Mickiewicz University in Poznan (Poland)
https://orcid.org/0000-0002-1345-3979
Abstract
The paper aims to outline features of the semi-filmic space in video games. The term “semi-filmic space” refers to digital spaces which mediate cinematic spaces in video games. The first part of the paper offers a brief introduction concerning multifarious interrelations between film and video game spaces. The author focuses on the way in which players function in digital environments. She explores the issue of navigating in and modifying video game spaces and characterizes various playing mechanisms and structures. The second part of the paper is devoted to the rules which form semi-filmic spaces. The author also presents a typology of digital spaces proposed by Espen Aarseth and indicates how video game designers create multifarious semi-filmic spaces.
Keywords:
video games, semifilmic space, digital spaceReferences
Aarseth, E. (1999). Aporia and Epiphany in Doom and The Speaking Clock: The Temporality of Ergodic Art. W: M.-L. Ryan (red.), Cyberspace Textuality: Computer Technology and Literary Theory (ss. 31-41). Indiana: Indiana University Press.
Google Scholar
Aarseth, E. (2001). Allegories of Space. The Question of Spatiality in Computer Games. W: M. Eskelinen, R. Koskimaa (red.), Cybertext Yearbook 2000 (ss. 152-171). Jyväskylä: University of Jyväskylä.
Google Scholar
Ash, J. (2014). Video Games. W: P. C. Adams, J. Craine, J. Dittmer (red.), The Ashgate Research Companion to Media Geography (ss. 119-121). Surrey – Burlington: Ashgate.
Google Scholar
Barthes, R. (2012). Efekt rzeczywistości (tłum. M. P. Markowski). Teksty Drugie, 4, ss. 119-126.
Google Scholar
Berg, T., Dunne, A., Swayer, B. (1998). Game Developer’s Marketplace. New York: Coriolis Group Books.
Google Scholar
Bolter, J. D., Grusin, R. (2000). Remediation: Understanding New Media. Cambridge: The MIT Press.
Google Scholar
Bordwell, D., Staiger, J., Thompson, K. (1985). Classical Hollywood Cinema: Film Style & Mode of Production to 1960. New York: Routledge.
Google Scholar
Brogowski, L. (1993). Struktura konkretności i miejsca niedookreślenia u Ingardena. Teksty Drugie, 3, ss. 63-80.
Google Scholar
Brookey, R. (2010). Hollywood Gamers: Digital Convergence in the Film and Video Game Industries. Indiana: Indiana University Press.
Google Scholar
Calleja, G. (2011). In-Game: From Immersion to Incorporation. Cambridge: The MIT Press.
DOI: https://doi.org/10.7551/mitpress/8429.001.0001
Google Scholar
Davies, M. (2007). Designing Character-based Console Games. Hingham: Charles River Media.
Google Scholar
Heim, M. (1993). The Metaphysics of Virtual Reality. New York – Oxford: Oxford University Press.
Google Scholar
Heim, M. (1998). Virtual Realism. New York – Oxford: Oxford University Press.
DOI: https://doi.org/10.1093/oso/9780195104264.001.0001
Google Scholar
Heussner, T., Finley, T. K., Brandes Hepler, J., Lemay, A. (2015). The Game Narrative Toolbox. New York – London: Routledge.
DOI: https://doi.org/10.4324/9781315766836
Google Scholar
Iuppa, N., Borst, T. (2007). Story and Simulations for Serious Games: Tales from the Trenches. Burlington – Oxford: Focal Press.
Google Scholar
Jones, S. E. (2008). The Meaning of Video Games: Gaming and Textual Strategies. New York – London: Routledge.
DOI: https://doi.org/10.4324/9780203929926
Google Scholar
Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge: The MIT Press.
Google Scholar
Kmita, J. (1982). O kulturze symbolicznej. Warszawa: Centralny Ośrodek Metodyki Upowszechniania Kultury.
Google Scholar
Kubiński, P. (2015). Gry wideo w świetle narratologii transmedialnej oraz koncepcji światoopowieści (storyworld). Tekstualia, 4, ss. 23-36.
Google Scholar
Kubiński, P. (2016). Gry wideo. Zarys poetyki. Kraków: Universitas.
Google Scholar
Manovich, L. (2006). Język nowych mediów (tłum. P. Cypryański). Warszawa: Łośgraf.
Google Scholar
Merrick, K. E. (2016). Computational Models of Motivation for Game-Playing Agents. Canberra: Springer.
DOI: https://doi.org/10.1007/978-3-319-33459-2
Google Scholar
Mittel, J. (2014). Strategies of Storytelling on Transmedia Television. W: M.-L. Ryan, J.-N. Thon (red.), Storyworlds across Media: Toward a Media-Conscious Narratology (ss. 253-277). Lincoln – London: University of Nebraska Press.
Google Scholar
Murray, J. H. (1998). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge: The Free Press.
Google Scholar
Newman, J. (2004). Videogames. London – New York: Routledge.
DOI: https://doi.org/10.4324/9780203642900
Google Scholar
Pitrus, A. (2010). Narracja w deszczu. O „Heavy Rain”, przełomowej grze studia Quantic Dream. Kwartalnik Filmowy, 71-72, ss. 281-290.
Google Scholar
Pitrus, A. (2012). Miejsca zabawy. O przedstawieniach przestrzeni w grach wideo. W: A. Pitrus (red.), Olbrzym w cieniu. Gry wideo w kulturze audiowizualnej (ss. 19-28). Kraków: Wydawnictwo Uniwersytetu Jagiellońskiego.
Google Scholar
Prajzner, K. (2009). Tekst jako świat i gra. Modele narracyjności w kulturze współczesnej. Łódź: Wydawnictwo Uniwersytetu Łódzkiego.
Google Scholar
Purchese, R. (2008). Heavy Rain is „interactive drama” – Sony. Eurogamer.net. https://www.eurogamer.net/articles/heavy-rain-is-interactive-drama-sony
Google Scholar
Rogers, S. (2014). Level Up! The Guide to Great Video Game Design. Chichester: John Wiley & Sons.
Google Scholar
Ryan M.-L., Thon J.-N. (2014). Storyworlds across Media. Toward a Media-Conscious Narratology. Lincoln – London: University of Nebraska Press.
Google Scholar
Ryan, M.-L. (2001). Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Baltimore – London: The Johns Hopkins University Press.
Google Scholar
Ryan, M.-L. (2004). Narrative across Media: The Languages of Storytelling. Lincoln ¬– London: University of Nebraska Press.
Google Scholar
Sebastian, J. T., Welsh, T. J. (2014). Shades of Dante: Virtual Bodies in Dante’s Inferno. W: D. T. Kline (red.), Digital Gaming: Re-imagines the Middle Ages (ss. 162-174). New York: Routledge.
Google Scholar
Sikorska, J. (2018). Poetyka grozy. Wykorzystanie konwencji gatunkowej horroru w grach cyfrowych. Images. The International Journal of European Film, Performing Arts and Audiovisual Communications, 23 (32), ss. 185-196.
Google Scholar
Sikorska, J. (2019). Cut scenes, czyli film w grze. Wykorzystanie parametrów filmowego montażu w scenach przerywnikowych. W: K. M. Maj, M. Kłosiński (red.), Dyskursy gier wideo (ss. 125-144). Kraków: Ośrodek Badawczy Facta Ficta.
Google Scholar
Sitarski, P. (2002). Rozmowa z cyfrowym cieniem. Model komunikacyjny rzeczywistości wirtualnej. Kraków: Rabid.
Google Scholar
Szczęsna, E. (2014). U podstaw tekstu i dyskursu. Znak digitalny – specyfika i struktura. Teksty Drugie, 3, ss. 67-85.
Google Scholar
Szczęsna, E. (2015). Semiotyczne aspekty przekazu digitalnego. U podstaw literatury cyfrowej. Przestrzenie Teorii, 24, ss. 49-72.
Google Scholar
Szczęsna, E. (2017). O myśleniu narracyjnym i jego cyfrowej reprezentacji. W: K. Kaczmarczyk (red.), Narratologia transmedialna. Teorie, praktyki, wyzwania (ss. 253-282). Kraków: Universitas.
Google Scholar
Szkłowski, W. (1986). Sztuka jako chwyt. W: S. Skwarczyńska (red.), Teoria badań literackich za granicą. Antologia (t. 2, cz. 4, ss. 10-28). Kraków: Wydawnictwo Literackie.
Google Scholar
Wolf, M. P. J. (2001). Narrative in the Video Game. W: M. P. J. Wolf (red.), The Medium of the Video Game (ss. 72-110). Austin: University of Texas Press.
Google Scholar
Zagal, J. P., Mateas M. (2010). Time in Video Games: A Survey and Analysis. Simulation Gaming, 41 (6), ss. 2-27.
DOI: https://doi.org/10.1177/1046878110375594
Google Scholar
Authors
Joanna Sikorskajoanna.sikorska@amu.edu.pl
Adam Mickiewicz University in Poznan Poland
https://orcid.org/0000-0002-1345-3979
Assistant Professor at the Institute of Film, Media and Audiovisual Arts, Adam Mickiewicz University in Poznan (Poland). Her research interests include multifarious, intermedial and transmedial interrelations between films and video games. She examines, among others, the use of forms of audiovisual cinematic means of expression in video games, as well as the issue of the players’ immersion. She authored a number of articles in games studies, film studies and transmedial narratology.
Statistics
Abstract views: 404PDF downloads: 307
License
Copyright (c) 2020 Joanna Sikorska
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
The author grants the publisher a royalty-free non-exclusive licence (CC BY 4.0) to use the article in Kwartalnik Filmowy, retains full copyright, and agrees to identify the work as first having been published in Kwartalnik Filmowy should it be published or used again (download licence agreement). The journal is published under the CC BY 4.0 licence. By submitting an article, the author agrees to make it available under this licence.
In issues from 105-106 (2019) to 119 (2022) all articles were published under the CC BY-NC-ND 4.0 licence. During this period the authors granted a royalty-free non-exclusive licence (CC BY-ND 4.0) to use their article in „Kwartalnik Filmowy”, retained full copyright, and agreed to identify the work as first having been published in our journal should it be published or used again.