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Cinematronics

Company

2 documents in the library are about Cinematronics, from writers such as DiGRA and G|A|M|E – The Italian Journal of Game Studies. Each has a summary and key insights with the page they come from.

Documents
2
newest 16 Jun 2026

Connections

Each row is a game or company named alongside Cinematronics, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Cinematronics

Cover of How Accessible QTE Inputs Reshape Suspense Trajectories in Survival Horror Games
Whitepaper5 pages

How Accessible QTE Inputs Reshape Suspense Trajectories in Survival Horror Games

This extended abstract proposes that the input mode of a survival horror quick-time event, specifically a rapid button-mash versus a hold-to-continue accessibility alternative, can reshape the suspense trajectory of the same in-game event.

  • The paper argues that accessible input modes for a survival horror QTE, such as hold-to-continue versus rapid button-mashing, can reshape the suspense trajectory of the same in-game event rather than being neutral barrier removals.
  • Using a single illustrative case from The Last of Us Part II (a ten-second QTE where Ellie is pinned to a window ledge), the author constructs two conceptual suspense curves to model the differences.
  • Button-mashing is hypothesised to produce sharper suspense spikes during the ascent because repeated inputs multiply potential failure points and raise perceived likelihood of an undesirable outcome.
DiGRAJun 2026
Cover of De-framing Video Games from the Light of Cinema
Article

De-framing Video Games from the Light of Cinema

Perron and Arsenault's 2015 essay, "De-framing Video Games from the Light of Cinema," argues that video game scholarship has been shaped too heavily by a cinema-centric framing that treats film as the default lens for understanding games.

  • The essay argues that video game scholarship has been overly shaped by a cinema-centric framing that treats film as the default lens, and that this alignment is a cultural and historical construction rather than a natural fit.
  • Its central thesis is methodological: games should be analyzed through their own traditions, including real-time animation, parallel projection, cartography, and text-based interactive fiction, along with ludic and computational dimensions that cinema-focused analysis underweights.
  • Drawing on Gaudreault and Marion's theory, the authors call on scholars to use film theory with awareness of its limits rather than importing film assumptions wholesale.
G|A|M|E – The Italian Journal of Game StudiesSep 2015