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Trailers in between short video forms from digital games to movies and back

    1. [1] Kent State University

      Kent State University

      City of Kent, Estados Unidos

    2. [2] Libera Università Internazionale degli Studi Sociali Guido Carli
  • Localización: Quaderns de Cine, ISSN 1888-4571, Nº. 12, 2017 (Ejemplar dedicado a: Cine y videojuegos / coord. por Mario Pablo Martínez Fabre, Miguel Ángel Lozano Ortega), págs. 51-60
  • Idioma: inglés
  • Enlaces
  • Resumen
    • Promotional trailers represent a significant trend in most entertainment sectors. However, little efforts have been done in enlightening this expressive form when related to video games. This article aims to address such a lack by analyzing game/movie (inspired by digital games) trailers as a crossroad between digital entertainment and films. The main intent is to exploit a comparative lens to uncover leading traits of short videos according to the medium that that they are portraying. Therefore, three case studies – i.e. Assassin’s Creed, Warcraft, and Overwatch – are presented and unpacked with a combination of design and semiotic tools (from Greimas’ narrative program to game heuristics) and the concepts of symmetry, dissymmetry and asymmetry advanced by Roger Caillois. Results point to a cross-media coherence between different types of trailers, and future developments are suggested for exploiting them as an informing research object.


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