Frontiers in Art Research, 2023, 5(6); doi: 10.25236/FAR.2023.050618.
Zhu Jiexin, Zhang Chenyu
Wuhan University of Technology, Wuhan, 430070, China
Under the background of the film-game integration, the cross-media interaction between film and digital games has promoted the burgeoning of interactive films. In light of this situation, this paper attempts to explore interactive film in the digital media era, identifying its ontology and critical features. Firstly, interactive film with image language and montage techniques at its core is inherently associated with games. Secondly, such digital media technologies as AR, VR, and MR and more flexible and available interactive interfaces have made the user’s interventional participation possible, bringing them a more interactive and immersive viewing experience and transforming them as one of the co-authoring branching narrators. On the premise of maintaining the whole story context constructed by the director, the audience coneys more alternative plot events through the diverse path nodes and clue selections, exerting the coupled function of multiple narrative subjects. Finally, the user’s active involvement not only enriches the artistic forms of film but also generates a community for meaning co-creating and sharing and brings the user personalized aesthetic experience.
Interactive Films, Film-Game Integration, Ontology Features, Interventional Participation, Individual Aesthetic Experience
Zhu Jiexin, Zhang Chenyu. On Interactive Films in the Context of Film-Game Integration. Frontiers in Art Research (2023) Vol. 5, Issue 6: 97-101. https://doi.org/10.25236/FAR.2023.050618.
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