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Film and game integration: Thinking on the creation of film "gamification"
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Lingnan University, Hong Kong, China
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JASES 2024 6(3):201; https://doi.org/10.69610/j.ases.20240809
Received: 21 June 2024 / Accepted: 25 July 2024 / Published Online: 9 August 2024
Abstract
The integration of film and game is a new form of audio-visual art development. With the development of electronic technology and the arrival of the electronic age, this kind of film creation has been developed very rapidly, and has also attracted the attention of the academic community. In March 2021, the concept of "meta-universe" will be launched on the sandbox game platform Roblox. The combination of games and movies allows the audience and players to have a good experience. In this paper, the analysis of the presentation types of games in movies can extend the current productivity and influence of "film and game integration", the thinking and limitation analysis of "film and game integration" and other issues.
Keywords:
Film and game fusion;
Detroit: Changing People;
Out of Control Player
Cross-media narrative;
Copyright: © 2024 by Wang. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY) (Creative Commons Attribution 4.0 International License). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
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ACS Style
Wang, Y. Film and game integration: Thinking on the creation of film "gamification". Journal of Arts, Society, and Education Studies, 2024, 6, 201. doi:10.69610/j.ases.20240809
AMA Style
Wang Y. Film and game integration: Thinking on the creation of film "gamification". Journal of Arts, Society, and Education Studies; 2024, 6(3):201. doi:10.69610/j.ases.20240809
Chicago/Turabian Style
Wang, Yiwen 2024. "Film and game integration: Thinking on the creation of film "gamification"" Journal of Arts, Society, and Education Studies 6, no.3:201. doi:10.69610/j.ases.20240809
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References
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