CFP: Film and Video Games Panel (7/15/05; SCMS, 3/2/06-3/5/06)
Film and Video Games panel for the Society for Cinema & Media Studies
Conference in Vancouver, Canada, 2-5 March 2006
The proliferation of digital technologies has resulted in some interesting
convergences between many diverse forms of media, but perhaps the closest
links have been forged between film and video games. Ostensibly, the
association between film and video games began partly as one motivated by
economics with business partnerships formed by companies who saw the
potential for new markets and products resulting from a combination of the
two industries. This commercialization underscored the tension within these
media between creators who wanted to express themselves artistically and
investors who responded to the market demands of profit. This call for
papers recognizes this particular aspect of each industry, but is equally
concerned with several other aspects of the co-habitation of film and video
games.
One is the extent to which both film and video game production have become
increasingly dependent on technological developments in the computer
industry; this commonality has begun to blur the defined margins of each
medium. Another is the ways in which narrative may be expanded, fractured,
or otherwise altered as it moves between, or is shared among, film and
video games. This call for papers primarily seeks scholarly treatments of
films that have been adapted into video games or video games that have been
translated into films. An incomplete list of titles includes The Lord of
the Rings, The Matrix, Star Wars, Starship Troopers, Evil Dead, Blade
Runner, Spy Kids, TRON, Batman Begins, Tomb Raider, Wing Commander, Super
Mario Bros., Mortal Kombat, Double Dragon, Die Hard, The Godfather, and
Scarface.
Additional topics for consideration include:
• films that prominently feature, or are based around, video games, such as
The Last Starfighter, Cloak & Dagger, and The Wizard.
• comparison and contrast of narrative structures
• discussion of technological developments
• recoding of film as software
• aesthetic considerations of editing
• the causal relationship between narrative and spectacle
• the construction of interactivity
• defining virtual environments
• franchise as consumer product and/or narrative expansion
• demographic analysis (of content providers and/or users)
Interested parties should contact Stefan Hall at stefanh_at_bgnet.bgsu.edu
Stefan Hall
Critical Studies in Film, Media, and Culture
American Culture Studies
101 East Hall
Bowling Green State University
Bowling Green, OH 43403
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Received on Tue Jun 28 2005 - 12:44:45 EDT