Dvds, video games, and the cinema of interactions

The “cinema of interactions” in the title of my paper alludes to Tom Gunning’s paradigmatic conception of early cinema as a “cinema of attractions.” Borrowing from the idea that electronic textuality marks what has been called the late age of print, I argue that the history of cinema up to the prese...

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Main Author: Richard Grusin
Format: Article
Language:English
Published: Universidade Federal de Santa Catarina 2006-04-01
Series:Ilha do Desterro
Subjects:
Online Access:https://periodicos.ufsc.br/index.php/desterro/article/view/9778
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author Richard Grusin
author_facet Richard Grusin
author_sort Richard Grusin
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description The “cinema of interactions” in the title of my paper alludes to Tom Gunning’s paradigmatic conception of early cinema as a “cinema of attractions.” Borrowing from the idea that electronic textuality marks what has been called the late age of print, I argue that the history of cinema up to the present moment can be seen as an extension of early cinema. In describing the current cinematic moment in this fashion, I do not mean to suggest that film will disappear in the face of video games and other digital media, but rather that it will continue increasingly to be engaged with the social, technological, and aesthetic forms and practices of digital media. This engagement will not be marked (as many digital enthusiasts contend) by the emergence of a distinctively new digital medium (and the concomitant abandonment of the technologically outmoded medium of celluloid film), but rather by the emergence of multiply networked, distributed forms of cinematic production and exhibition. Indeed I am convinced that in this sense we already find ourselves with a digital cinema—not as a distinctively new medium but as a hybrid network of media forms and practices.
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spelling doaj.art-3eb55dec51364c3cba27b01530cd030b2022-12-22T03:10:20ZengUniversidade Federal de Santa CatarinaIlha do Desterro0101-48462175-80262006-04-0105106909110.5007/2175-8026.2006n51p698426Dvds, video games, and the cinema of interactionsRichard Grusin0Wayne State UniversityThe “cinema of interactions” in the title of my paper alludes to Tom Gunning’s paradigmatic conception of early cinema as a “cinema of attractions.” Borrowing from the idea that electronic textuality marks what has been called the late age of print, I argue that the history of cinema up to the present moment can be seen as an extension of early cinema. In describing the current cinematic moment in this fashion, I do not mean to suggest that film will disappear in the face of video games and other digital media, but rather that it will continue increasingly to be engaged with the social, technological, and aesthetic forms and practices of digital media. This engagement will not be marked (as many digital enthusiasts contend) by the emergence of a distinctively new digital medium (and the concomitant abandonment of the technologically outmoded medium of celluloid film), but rather by the emergence of multiply networked, distributed forms of cinematic production and exhibition. Indeed I am convinced that in this sense we already find ourselves with a digital cinema—not as a distinctively new medium but as a hybrid network of media forms and practices.https://periodicos.ufsc.br/index.php/desterro/article/view/9778English LanguageEnglish
spellingShingle Richard Grusin
Dvds, video games, and the cinema of interactions
Ilha do Desterro
English Language
English
title Dvds, video games, and the cinema of interactions
title_full Dvds, video games, and the cinema of interactions
title_fullStr Dvds, video games, and the cinema of interactions
title_full_unstemmed Dvds, video games, and the cinema of interactions
title_short Dvds, video games, and the cinema of interactions
title_sort dvds video games and the cinema of interactions
topic English Language
English
url https://periodicos.ufsc.br/index.php/desterro/article/view/9778
work_keys_str_mv AT richardgrusin dvdsvideogamesandthecinemaofinteractions