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Titlebook: Gaming Film; How Games are Reshap Jasmina Kallay Book 2013 Palgrave Macmillan, a division of Macmillan Publishers Limited 2013 cinema.compu

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J.P.M Hamer,P.G. Pieper,R.B.A. Brinkemblance to Lara Croft as one of several indicators of the film’s alliance with the computer game. Apart from Lola’s uniform-like outfit, her running mode (emphasised in the film’s title, in both the German original and the English translation) is also sportily similar to .’s Lara Croft and accentuates the kinetic quality of the film.
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New Spatial/Visual Configurations,emblance to Lara Croft as one of several indicators of the film’s alliance with the computer game. Apart from Lola’s uniform-like outfit, her running mode (emphasised in the film’s title, in both the German original and the English translation) is also sportily similar to .’s Lara Croft and accentuates the kinetic quality of the film.
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Escapism versus Involvement,s, then the role of games and fictional entertainment (as in a transmedia type of entertainment) in general is about to be fundamentally transformed. Marie-Laure Ryan problematises this shifting landscape, stating that games are aligned with fiction in their therapeutic providing of escapism from reality. Without the escapist property:
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Anaphylaxis and Hypersensitivity Reactionsy it has failed to establish itself either culturally or economically, given the thirst for interactive entertainment reflected in the gaming industry. By taking a look at some of the more notable examples, the limitations and possible new directions should become easier to glean.
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Conclusion,y it has failed to establish itself either culturally or economically, given the thirst for interactive entertainment reflected in the gaming industry. By taking a look at some of the more notable examples, the limitations and possible new directions should become easier to glean.
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Introduction,mpting to establish the parameters of these relatively new academic fields and in order to trace the various areas of influence, the ‘reverse’ study of these points of intersection has not been undertaken. Yet now that both gaming and digital media occupy such a cultural stronghold, it is not merely
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Is This a Game or Is This Reality?,a game, but real. In a sense, this is an inversion of the Don Quixote syndrome, in that David doesn’t mistake his computer world as being real, but instead thinks that what is real is a game, which, judging by the potential fatal consequences in the storyline, is just as bad.
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