V, Eva, Rauscher, Andreas, Dif E. V., Deutsches Filminstitut /. Films and games : interactions.

By: Deutsches filmmuseum, Frankfurt am Main.
Material type: materialTypeLabelBookPublisher: 2015; Bertz + Fischer. Description: 255 pages : illustrations ; 29 cm.ISBN: 9783865052421.Subject(s): Film, Television and Radio | Film adaptation | Video games-Design | Computer games-Design | Motion pictures and video gamesDDC classification: 006.648DEU
Item type Current location Collection Call number Status Date due Barcode Item holds
Standard Loan Book Standard Loan Book AUB Library
Book 006.648 DEU (Browse shelf) Available F16863
Total holds: 0

Enhanced descriptions from Syndetics:

As a comparatively young medium, video games are in a formative phase of development. Similar to film in its beginnings, games are currently establishing themselves as cultural objects to be taken seriously. This is being appreciated by an ever wider audience. The inclusion of important games in the collection of The Museum of Modern Art in New York in 2012 marked the acknowledgement that was long overdue. This catalog can be considered as a descriptive dialogue between theory and practice. With international contributions from multidisciplinary perspectives, it is dedicated to the interactive aesthetic influences between films and games. Expert contributions include those from the fields of film studies, game studies, art and cultural studies, media studies, and pedagogy. Texts by journalists such as Boris Schneider-Johne and Petra Fröhlich provide background information and essayistic reflections. Interviews with game developers like Jordan Mechner and Ron Gilbert as well as film directors such as Paul W. S. Anderson shed light on the interactions between films and games from a practical perspective and offer far-reaching insights. Some of the subjects explored include the historical development of both media, adaptation processes, perspectives of transmedia storytelling, camera aesthetics, architecture and set design as well as music and sound design, gender stereotypes, creative gaming, game art, and the archival processing of video games.

Reviews provided by Syndetics


Appearing in the guise of a coffee table book that would fit neatly next to others about classical architecture or fine wines, Films and Games offers transmedia studies of video games and film. At first glance, it seems to simply compare the two media forms, but on closer inspection, the true intent of the compendium is revealed. Games and film are examined together holistically, from their shared birth at the dawn of industrialization to their modern synthesis in new transmedia, such as "Let's Play" YouTube videos and Machinima. The range of perspectives includes famous and infamous film directors, game developers, and game researchers. Together they provide a rich melting pot of ideas, opinions, and starting points for further discussion and exploration into how the two forms' interactions impact and influence history, society, and modern culture. Film enthusiasts and readers who are video game novices will especially appreciate the numerous definitions of game jargon. Of value to those interested in film and game studies. Summing Up: Recommended. All readers. --Albert Chen, Cogswell College