Where Good Old Cinema Narratives and New Media Collide
Based on the study of contemporary action/fan- tasy/horror blockbusters adopted from video games, with a special focus on Assassin’s Creed (Kurzel, 2016), the paper examines the influence of new media, and especially video games on contemporary cinema storytelling, with a spe- cial focus on how they reshape narrative struc- tures and logic through adding a novel spatial dimension and incorporating a new form of re- ality based on the rules of video games. This re- ality of imagined spaces create a narrative that from many aspects break away from the rules and the logic of a more ‘tightly-woven’ storytell- ing, and – among many other things – introduce the presence of the non-present, unfold their plots through discovering the unknown spaces of imaginary universes. While this ‘new real’ is emerging in contemporary cinema, as the pres- ent paper will argue, in years to come it might easily become a set of ‘new rules of the game’ for a lm industry targeting a new generation of movie-goers who grew up with touchscreens and apps, and are just entering their teenage years.
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under aCreative Commons Attribution License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).