Как создается „качественное время” в современной массовой культуре

dc.contributor.authorDzhydzhora, Yevhen V.
dc.contributor.authorДжиджора, Євген Володимирович
dc.contributor.authorДжиджора, Евгений Владимирович
dc.date.accessioned2023-01-10T17:34:40Z
dc.date.available2023-01-10T17:34:40Z
dc.date.issued2021
dc.description.abstractThe article deals with the phenomenon of “quality time” in the modern mass culture at the beginning of the 21st century. One of the most notable trends is the use of interactivity in creating cinematic works and computer games. Interactive storytelling allows the spectator/player to choose options for the development of the action and thus independently build the plot of the game film. Such involvement in creating a work of mass culture is an exciting new way to occupy the recipient’s time qualitatively. The variability and artistic potential of interactive cinema are discussed based on the example of one of the most popular computer games of recent years – “Detroit: Become Human” (2018) from the French studio “Quantic Dream”.uk_UA
dc.identifier.citationStudia Interkulturowe Europy Środkowo-Wschodniejuk_UA
dc.identifier.urihttps://dspace.onu.edu.ua/handle/123456789/34375
dc.language.isoruuk_UA
dc.relation.ispartofseries;№ 15.
dc.subjectauthoruk_UA
dc.subjectrecipientuk_UA
dc.subjectinteractive storyuk_UA
dc.subjectvideo gamesuk_UA
dc.subjectgame filmuk_UA
dc.subjectdystopiauk_UA
dc.subjectscience fictionuk_UA
dc.subjectfuturologyuk_UA
dc.titleКак создается „качественное время” в современной массовой культуреuk_UA
dc.title.alternativeHow “Quality Time” is created in Modern Mass Cultureuk_UA
dc.typeArticleuk_UA
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