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G|A|M|E – The Italian Journal of Game Studies
The visual conventions shaped by cinema and television's competitive coexistence have been disrupted by digital media.
The paper argues that the visual conventions that structured twentieth-century cinema and television, shaped by their competitive coexistence, have been unsettled by digital media. The proliferation of screens, changes in production and distribution, and the rise of participatory audience practices mean that Bolter and Grusin's concept of remediation, developed in the early digital era, no longer suffices to explain current media forms. The authors draw on Manovich's work on software and remix culture and Jenkins's account of convergence culture, while noting that mainstream cinema and television have responded by investing heavily in high-definition, 3D, and augmented-reality technologies that reinforce a new aesthetic of definition and immersion.
The authors trace a historical lineage of spectatorial immersion, from Renaissance linear perspective and Alberti's "window on the world," through Baroque illusionistic architecture and painting, to photography, stereoscopy, and cinema. They contend that television has historically paid limited attention to aesthetics because of its low-resolution, free-to-air broadcasting, and that the shift around 2005, driven by flat screens, broadband, pay-per-view, and HD, marked a turn toward image quality as a key cultural value.
Through case studies of recent films, the paper examines how contemporary digital 3D differs from earlier stereoscopic efforts and functions less as spectacle than as a narrative tool. Works by Tim Burton, Martin Scorsese, and Wim Wenders are discussed as examples in which the camera aligns with a character's perspective, while video game technologies such as the Nintendo Wii and Microsoft Kinect are presented as sources of new immersive forms. The authors conclude that studying these developments requires a multidisciplinary approach that moves beyond the analytical tools of the past century.
Mobilegamer.biz · 2026