CFP: Intersections of Cinema and Video Games (9/15/01; NEMLA, 4/12/02-4/13/02)

From: M. Ouellette (maouelle@ican.net)
Date: Tue Jul 10 2001 - 23:04:18 EDT

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    Call for Papers: From Dots to Bodies: Intersections of Cinema and Video Games

    for the thirty-third Annual NEMLA Convention, Toronto, Canada, 12-13 Apr. 2002.
     
    This panel will explore the relationships -- intersubjectivity,
    intertextuality, narrative, gender, spectatorship, translation from one
    medium to the other, etc. -- between cinema and video games.

    Rationale:

    The long-awaited release of the Tomb Raider movie represents an important
    intersection between cinema and video games. Lara Croft, the (animated) star
    of the video games will be played by Academy Award winner Angelina Jolie, in
    a meeting of two of the biggest stars in their respective industries. Yet,
    this is not the first such movie production. Other movies based on video
    games, such as Mario Bros. and Mortal Kombat, have appeared. As virtual
    reality has improved with successive generations of improved technology, the
    ability of animators to create games with the look and feel of movies has
    been enhanced greatly. For example, Jordan Mechner, designer of The Last
    Express, admits that his game tries to mimic camera techniques from
    Hitchcock's Rear Window (Computer Graphics 33.3). Conversely, popular movies
    often inspire the creation of video games based on the prototype (in order
    to capitalize on an already proven franchise).

    It is a common-place to consider cinematic depictions of literary works, but
    video games do not receive similar attention. Nevertheless, how does a
    producer or designer translate one visual medium to another visual medium?
    How is narrative impacted by interactivity? What role does the spectator
    play? What is the relationship between generic and cultural verisimilitude?
    How does the interactivity of video games alter the position and experience
    of the spectator/player? How are gender and sexuality portrayed, determined,
    and constructed in terms of virtual bodies? Are the virtual bodies subjects
    or objects and how does being on the silver screen rather than a CRT affect
    these positions?

    This panel will consider all papers that attempt to address these and
    other questions regarding the intersections of cinema and video games.

    Deadline for submissions is 15 Sept. 2001.
    Please send abstracts of approx. 500 words and A/V requirements to:

    Marc A. Ouellette
    Chester New Hall, Rm. 201
    McMaster University
    1280 Main St. W.
    Hamilton, ON L8S 4L9
    E-Mail: ouellema@mcmaster.ca or maouelle@ican.net

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