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Games, simulation and Media. Remediation: Live cinema and the ways this art form continues to borrow avidly from [other digital media] as well as from its analog predecessors such as film, television, and video games

Games, simulation and Media. Remediation: Live cinema and the ways this art form continues to borrow avidly from [other digital media] as well as from its analog predecessors such as film, television, and video games

Order Description
In recent years, there has been a growing trend toward the creation of a cinema that escapes beyond the boundaries of the auditorium whereby film-screenings are augmented by synchronous live performance, site-specific locations, technological intervention, social media engagement, and all manner of simultaneous interactive moments including singing, dancing, eating, drinking and smelling. Whilst recognising that these experiences are not radically new (some belong in a continuum of peripheral marketing around film screenings that have existed since early cinema) we do now see these previously marginal experiences (i.e. The Rocky Horror Picture Show) beginning to find access to a much wider public, and a significant rise in organisations dedicated to the design and delivery of augmented cinematic main events (such as Secret Cinema and Zombie immersive experiences- Zombie Bunker in London, Shopping mall in Reading etc, 2.5 hours later etc)

It is imperative that this essay talks about how live cinema takes values from video gaming to help create this new found ‘gamification’. It also needs to specify how the live zombie/horror experiences are aimed at fans of video gaming specifically fans of shooters and horror games. I have provided the module handbook and some readings that must be cited in this essay either as a link or references down below.

IT IS IMPERATIVE THAT YOU USE THE READINGS THAT I HAVE PROVIDED

IF POSSIBLE, COULD YOU PLEASE USE UWE HARVARD!!

Readings:
Gonzalo Frasca, ‘Simulation 101’ which is available at Frasca’s blog, www.ludology.org:
http://www.ludology.org/articles/sim1/simulation101.html

Erkii Huhtamo, “Encapsulated Bodies in Motion”

Anne Galloway, ‘Intimations Of Everyday Life Ubiquitous computing and the city as background.
http://purselipsquarejaw.org/papers/galloway_culturalstudies.pdf

Ewan Kirkland, “Resident Evil’s Typewriter: Survival Horror and its Remediations”, Games and Culture vol. 4, no. 2 (April 2009), 115-126.

Zombies! Call for Papers!


Readings:
Gonzalo Frasca, ‘Simulation 101’ which is available at Frasca’s blog, www.ludology.org:
http://www.ludology.org/articles/sim1/simulation101.html

Erkii Huhtamo, “Encapsulated Bodies in Motion”

Anne Galloway, ‘Intimations Of Everyday Life Ubiquitous computing and the city as background.
http://purselipsquarejaw.org/papers/galloway_culturalstudies.pdf

Ewan Kirkland, “Resident Evil’s Typewriter: Survival Horror and its Remediations”, Games and Culture vol. 4, no. 2 (April 2009), 115-126.

Zombies! Call for Papers!

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Games, simulation and Media. Remediation: Live cinema and the ways this art form continues to borrow avidly from [other digital media] as well as from its analog predecessors such as film, television, and video games

Games, simulation and Media. Remediation: Live cinema and the ways this art form continues to borrow avidly from [other digital media] as well as from its analog predecessors such as film, television, and video games

Order Description
In recent years, there has been a growing trend toward the creation of a cinema that escapes beyond the boundaries of the auditorium whereby film-screenings are augmented by synchronous live performance, site-specific locations, technological intervention, social media engagement, and all manner of simultaneous interactive moments including singing, dancing, eating, drinking and smelling. Whilst recognising that these experiences are not radically new (some belong in a continuum of peripheral marketing around film screenings that have existed since early cinema) we do now see these previously marginal experiences (i.e. The Rocky Horror Picture Show) beginning to find access to a much wider public, and a significant rise in organisations dedicated to the design and delivery of augmented cinematic main events (such as Secret Cinema and Zombie immersive experiences- Zombie Bunker in London, Shopping mall in Reading etc, 2.5 hours later etc)

It is imperative that this essay talks about how live cinema takes values from video gaming to help create this new found ‘gamification’. It also needs to specify how the live zombie/horror experiences are aimed at fans of video gaming specifically fans of shooters and horror games. I have provided the module handbook and some readings that must be cited in this essay either as a link or references down below.

IT IS IMPERATIVE THAT YOU USE THE READINGS THAT I HAVE PROVIDED

IF POSSIBLE, COULD YOU PLEASE USE UWE HARVARD!!

Readings:
Gonzalo Frasca, ‘Simulation 101’ which is available at Frasca’s blog, www.ludology.org:
http://www.ludology.org/articles/sim1/simulation101.html

Erkii Huhtamo, “Encapsulated Bodies in Motion”

Anne Galloway, ‘Intimations Of Everyday Life Ubiquitous computing and the city as background.
http://purselipsquarejaw.org/papers/galloway_culturalstudies.pdf

Ewan Kirkland, “Resident Evil’s Typewriter: Survival Horror and its Remediations”, Games and Culture vol. 4, no. 2 (April 2009), 115-126.

http://www.critical-theory.com/zombies-call-papers/
Readings:
Gonzalo Frasca, ‘Simulation 101’ which is available at Frasca’s blog, www.ludology.org:
http://www.ludology.org/articles/sim1/simulation101.html

Erkii Huhtamo, “Encapsulated Bodies in Motion”

Anne Galloway, ‘Intimations Of Everyday Life Ubiquitous computing and the city as background.
http://purselipsquarejaw.org/papers/galloway_culturalstudies.pdf

Ewan Kirkland, “Resident Evil’s Typewriter: Survival Horror and its Remediations”, Games and Culture vol. 4, no. 2 (April 2009), 115-126.

http://www.critical-theory.com/zombies-call-papers/

Responses are currently closed, but you can trackback from your own site.

Comments are closed.

Games, simulation and Media. Remediation: Live cinema and the ways this art form continues to borrow avidly from [other digital media] as well as from its analog predecessors such as film, television, and video games

Games, simulation and Media. Remediation: Live cinema and the ways this art form continues to borrow avidly from [other digital media] as well as from its analog predecessors such as film, television, and video games

Order Description
In recent years, there has been a growing trend toward the creation of a cinema that escapes beyond the boundaries of the auditorium whereby film-screenings are augmented by synchronous live performance, site-specific locations, technological intervention, social media engagement, and all manner of simultaneous interactive moments including singing, dancing, eating, drinking and smelling. Whilst recognising that these experiences are not radically new (some belong in a continuum of peripheral marketing around film screenings that have existed since early cinema) we do now see these previously marginal experiences (i.e. The Rocky Horror Picture Show) beginning to find access to a much wider public, and a significant rise in organisations dedicated to the design and delivery of augmented cinematic main events (such as Secret Cinema and Zombie immersive experiences- Zombie Bunker in London, Shopping mall in Reading etc, 2.5 hours later etc)

It is imperative that this essay talks about how live cinema takes values from video gaming to help create this new found ‘gamification’. It also needs to specify how the live zombie/horror experiences are aimed at fans of video gaming specifically fans of shooters and horror games. I have provided the module handbook and some readings that must be cited in this essay either as a link or references down below.

IT IS IMPERATIVE THAT YOU USE THE READINGS THAT I HAVE PROVIDED

IF POSSIBLE, COULD YOU PLEASE USE UWE HARVARD!!

Readings:
Gonzalo Frasca, ‘Simulation 101’ which is available at Frasca’s blog, www.ludology.org:
http://www.ludology.org/articles/sim1/simulation101.html

Erkii Huhtamo, “Encapsulated Bodies in Motion”

Anne Galloway, ‘Intimations Of Everyday Life Ubiquitous computing and the city as background.
http://purselipsquarejaw.org/papers/galloway_culturalstudies.pdf

Ewan Kirkland, “Resident Evil’s Typewriter: Survival Horror and its Remediations”, Games and Culture vol. 4, no. 2 (April 2009), 115-126.

http://www.critical-theory.com/zombies-call-papers/
Readings:
Gonzalo Frasca, ‘Simulation 101’ which is available at Frasca’s blog, www.ludology.org:
http://www.ludology.org/articles/sim1/simulation101.html

Erkii Huhtamo, “Encapsulated Bodies in Motion”

Anne Galloway, ‘Intimations Of Everyday Life Ubiquitous computing and the city as background.
http://purselipsquarejaw.org/papers/galloway_culturalstudies.pdf

Ewan Kirkland, “Resident Evil’s Typewriter: Survival Horror and its Remediations”, Games and Culture vol. 4, no. 2 (April 2009), 115-126.

http://www.critical-theory.com/zombies-call-papers/

Responses are currently closed, but you can trackback from your own site.

Comments are closed.

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