• Special Issue Sound and Screen
    Vol. 8 No. 3 (2023)

    This special edition conjures an in-depth account of the realms where voices, devoid of the human form and sounds, absent of visible origins, mould our perceptions, emotions, and conceptual understandings of the self and the other, traversing through traditional cinema to avant-garde post-cinematic landscapes.

  • Interaction, Challenge, and Learning: Innovations in Gaming for Serious Purposes
    Vol. 8 No. 1 (2023)

    The Editorial Board of the International Journal of Film and Media Arts is pleased to announce the first issue of 2023 has just been published. The IJFMA Vol. 8 No. 1 is dedicated to games and learning with a recognition that games and learning are no longer new. Games have always been connected to learning, and this connection wasunderlined with the coining of the term ‘serious game’ by Abta little over fifty years ago. This issue seeks to contribute to asserting the maturity of games and learning.

  • Special Issue Future Governance Models of the European Universities
    Vol. 7 No. 3 (2022)

    In 2017, the Rome Declaration signaled the EU pledge to work towards a ‘Union where young people receive the best education and training and can study and find jobs across the continent. In that same year the Commission set out the vision of the European Education Area (EEA) as a genuine common space for quality education and lifelong learning across borders for all. Further acknowledgment of the key role higher education plays in the future of Europe occurred with the publication of the “Council Resolution on a strategic framework for European cooperation in education and training towards the European Education Area and beyond (2021-2030)” in February 2021 (2021/C 66/01). In order to attain this European Education Area and the related European Space for Higher Education, many actions have since then been designed and implemented, of which one of the most important is the “European Strategy for Universities” that aims to support the higher education sector in adapting to changing conditions and strengthen cooperation across borders. One of the key initiatives of this European Strategy for Universities is the “European Universities” initiative. Since 2020, this initiative has been supporting 44 Alliances of European Higher Education institutions (HEIs) in which approximately 340 HEIs take part, in reaching higher levels of cooperation and integration. 

  • Audiovisual and Creative Industries - Present and Future
    Vol. 7 No. 2 (2022)

    This International Journal of Film and Media Arts’ (IJFMA) issue is built upon a selection of papers that were presented at the 8th edition of the International Congress of Audiovisual Researchers/ Congresso Internacional de Investigadores de Audiovisual (CIIA), which took place and was organized by Lusofona University, from June 23 to 25, 2021. In this edition, the theme chosen was “Audiovisual and Creative Industries – Present and Future”, thus recognizing the importance of reflecting and discussing the challenges that the audiovisual
    media were facing in the sector within the broader context of the creative industries. This event was attended by more than two hundred researchers, mainly from Spain and Portugal, but also from countries such as Mexico, Ecuador, Colombia, Chile, Brazil, China, Russia, Israel, Slovenia and Italy. The standards of this selection complied with all academic criteria, namely double-blind peer-review system.

  • ANIMATED SPACE: Engaged animation for the space(s) we live in
    Vol. 6 No. 2 (2021)

    Guest Editors: Pedro Serrazina and Natalie Woolf

    Since early days, the moving images of animated film have suggested a spatial freedom that challenges the limits of the photographic and traditional filmic space.

    When, in 1914, Winsor McCay drew himself onto the landscape to interact with Gertie, he was initiating a practice of expanding the space(s) we live in through the use of the animated image that lasts until today.

    Animation’s wide aesthetic and technical malleability, and its innate ability to suggest metamorphosis and unrest, has led its practice to cross boundaries and engage with the space beyond the limits of the traditional screen.

    We dedicate this issue to expanded animation and the ways it addresses public space, interacts with the contemporary city, reflects on landscape and/or reshapes personal environment, to challenge our perception of the space(s) we inhabit.

  • The Fiction that Exploded: Speculative ways of digging into Design
    Vol. 6 No. 1 (2021)

    Guest Editors: Patrícia Cativo & Rita Carvalho

    Speculative Design, Fiction Design, and Critical Design are all expressions for a common approach which grasps design practice, not as a problem-solving tool, but as a wider human activity which comprehends artefacts in societal contexts. Speculative Design considers design objects as a result of social interaction, which implies narrative devices and storytelling practices, to build new contexts or understand previous ones. A Speculative design raises more questions than offers solutions, becoming an ongoing knowledge model, it is a self-reflexive and self-critical practice.

  • GEECT Special Issue: Mapping Artistic Research in Film
    Vol. 5 No. 2 (2020)

    The idea for this special issue came out of the recognition that an association such as GEECT must react to this state of affairs and should contribute to its member schools’ ability to offer learning and teaching programmes that are built on state-of-the-art knowledge in the field. We envision this special issue as a show case of the research being conducted in different schools and also as a statement in favour of the relevance of artistic practice based research. The articles here included are all examples of how artistic research is undertaken in film and media arts, and achieves its results both within those disciplines, as well as often in a transdisciplinary setting, combining artistic methods with methods from other research traditions.

    In a context where film schools have been increasingly driven to conduct artistic research, we believe the development of the research environment is essential. This objective is just as important as the research outputs and their impact, and this has become a high strategic priority for GEECT that we also try to materialize via this special issue.

  • Videogames and Culture: Design, Art and Education
    Vol. 5 No. 1 (2020)

    Guest Editors
    Filipe Costa Luz
    Conceição Costa

    The present issue of IJFMA results from a peer-review selection of  papers from the MILT conference - Media Literacy for Living Together: the future of media and learning in participation, and from a specific call addressing studies in visual culture and games, games and learning and pedagogies of play.

  • Truth of Matter: Process and perception in expanded animation practice
    Vol. 4 No. 2 (2019)

    Guest editors
    Birgitta Hosea
    Pedro Serrazina
    Tereza Stehlikova

    In this issue of the International Journal of Film and Media Arts we want to examine the potential of the animation medium, in its most expanded form, to make sense of our reality: in its encounter with matter, through all our senses.

    We want to raise questions of provisionality and uncertainty: of facts, philosophies, moving images, implicit in the subjectivity of perception and the unpredictability of matter. We are particularly keen to explore the creative process of expanded animation, in order to understand how animation itself might embody reality as a process of becoming, transformation, in a way that is unique to this art form.

  • Flow and Archive
    Vol. 4 No. 1 (2019)

    The digital turn has allowed television to be reimagined after the networked computers. Following the telephone and radio, the new paradigm inspiring the future of television are the networked computers, their social networks and the participatory visual culture established on the aftermath of the twentieth-century cultural industries. After the liveness and flow, definitional components of television, we are currently offered with DVR-mediated television experiences and collections of short videos that can be uploaded, viewed and shared by the viewer. By becoming searchable and accessible online, television provides a similar experience to the archives and to the video aggregators that entertain the new generations of cellphone viewers. The discussion about the future of television not only makes it worth thinking about its past, the cultural value of its equipments and its most resilient genres, but is certainly an opportunity to analyze how TV journalism is challenged by social networks, and how its public service can be revalued.

  • Videogames and narratives
    Vol. 2 No. 2 (2017)

    Guest editors

    Filipe Luz 

    Daniel Cardoso


  • Vol. 2 No. 1 (2017)

    Volume Guest Editors

    Sylke Rene Meyer

    Manuel José Damásio

  • Vol. 1 No. 2 (2016)

    Volume Guest Editors

    Victor Flores

    Joana Bicacro



  • VOL 1 NO 1 (2016) Vol. 1 No. 1 (2016)

    Volume Guest Editors

    Paulo Viveiros

    Manuel José Damásio