<SOURCE TABLE="CinemaStudies:Arts::v3.31">
<SUBJECT ID="111-256" CODEUSED="111-256/356">
<TITLE>THE ENTERTAINMENT EXPERIENCE: CROSS-MEDIA FORMS AND INTERACTIVE TECHNOLOGIES</TITLE>
<POINTS>16.7 2nd and 3rd years
<COORDINATOR>Ms Angela Ndalianis.
<PREREQUISITES>111-105.
<SEMESTER>Second semester
<CONTACT>No more than four hours of lectures, tutorials, film screenings or computer sessions a week.
<OBJECTIVES>Students completing this subject should:
<ul>
<li>account for definitions of 'entertainment' within a filmic context (keeping in mind the role played by the blockbuster form, special effects, action and spectacle);
<li>explore the interchange between different media forms and evaluate the similarities and differences that exist between these entertainment forms;
<li>in light of the interactive technologies, evaluate the implications these media have for spectatorship and audience reception.
</ul>
<CONTENT>A study of the growing and interconnected media forms developing between various entertainment industries, in particular film, television, comic and computer game industries. Topics will include: exploring definitions of entertainment within the context of the film industry as well as other media forms such as virtual reality, computer/video games, arcade games and interactive fun parks; the technological, economic and formal overlaps that exist between film and interactive technologies; and interpretative approaches to the altering shape of these entertainment structures, particularly issues centering around spectatorship and audience reception.
<ASSESSMENT>Written work which may comprise class papers, essays or take-home examinations totalling 5,000 words.
<PRESCRIBEDTEXTS>
<ATEXT>Hayward P Wollen T (eds) <i>Future Visions: New Technologies of the Screen, </i> British Film Institute, London 1993
<ATEXT>Landon B <i>The Aesthetics of Ambivalence: Rethinking Science Fiction in the Age of (Re)production, </i>Greenwood Press, London and Connecticut 1992
</PRESCRIBEDTEXTS>
</SUBJECT>
</SOURCE>

<XREF TABLE="CinemaStudies:Ed-P::v5.85">
<SUBJECT ID="111-256" CODEUSED="111-256/356">
<TITLE>THE ENTERTAINMENT EXPERIENCE: CROSS-MEDIA FORMS AND INTERACTIVE TECHNOLOGY</TITLE>
<POINTS>16.7
<COORDINATOR>Ms Angela Ndalianis.
<PREREQUISITES>111-105
<SEMESTER>Second semester.
<CONTACT>No more than four hours of lectures, tutorials, film screenings or computer sessions each week.
<OBJECTIVES>Students completing this subject should:
<ul>
<li>account for definitions of "entertainment" within a filmic context (keeping in mind the role played by the blockbuster form, special effects, action and spectacle);
<li>explore the interchange between different media forms and evaluate the similarities and differences that exist between these entertainment forms; and
<li>in light of the interactive technologies, evaluate the implications these media have for spectatorship and audience reception.
</ul>
<CONTENT>A study of the growing and interconnected media forms developing between various entertainment industries, in particular film, television, comic and computer game industries. Topics will include: exploring definitions of entertainment within the context of the film industry as well as other media forms such as virtual reality, computer/video games, arcade games and interactive fun parks; the technological, economic and formal overlaps that exist between film and interactive technologies; and interpretative approaches to the altering shape of these entertainment structures, particularly issues centering around spectatorship and audience reception.
<ASSESSMENT>Written work which may comprise class papers, essays or take-home examinations totalling 5,000 words.
<PRESCRIBEDTEXTS>
<ATEXT>Hayward P. Wollen T (eds) <i>Future Visions: New Technologies of the Screen</i> British Film Institute London 1993
<ATEXT>Landon B <i>The Aesthetics of Ambivalence: Rethinking Science Fiction in the Age of (Re)production</i> Greenwood Press London and Connecticut 1992
</PRESCRIBEDTEXTS>
</SUBJECT>
</XREF>

<XREF TABLE="CulturalStudies:Arts::v3.48">
<SUBJECT ID="111-256" CODEUSED="111-256/356">
<TITLE>THE ENTERTAINMENT EXPERIENCE: CROSS-MEDIA FORMS AND INTERACTIVE TECHNOLOGIES</TITLE>
<POINTS>16.7 2nd and 3rd year
<COORDINATOR>Angela Ndalianis
<PREREQUISITES>111-105
<SEMESTER>Second semester
<CONTACT>No more than four hours of lectures, tutorials, screenings or contact with multi media forms per week
<OBJECTIVES>
<ul>
<li>account for definitions of 'entertainment' within a filmic context (keeping in mind the role played by the blockbuster form, special effects, action and spectacle)
<li>explore the interchange between different media forms and evaluate the similarities and differences that exist between these entertainment forms
<li>in light of the interactive technologies, evaluate the implications these media have for spectatorship and audience reception.
</ul>
<CONTENT>A study of the growing and interconnected media forms developing between various entertainment industries, in particular film, television, comic and computer game industries. Topics will include: exploring definitions of entertainment within the context of the film industry as well as other media forms such as virtual reality, computer/video games, arcade games and interactive fun parks; the technological, economic and formal overlaps that exist between film and interactive technologies; and interpretative approaches to the altering shape of these entertainment structures, particularly issues centering around spectatorship and audience reception.
<ASSESSMENT>Written work which may comprise class papers, essays or seen examinations totalling 5,000 words.
<PRESCRIBEDTEXTS>
<ATEXT>Hayward P and Wollen T eds <i>Future Visions: New technologies of the Screen</i> British Film Institute London 1993
<ATEXT>Landon B <i>The Aesthetics of Ambivalence: Rethinking Science Fiction in the Age of (Re)production, </i> Greenwood Press London and Connecticut 1992
</PRESCRIBEDTEXTS>
</SUBJECT>
</XREF>


