Abstract
Promotional trailers represent a significant trend in most entertainment sectors. However, little efforts have been done in enlightening this expressive form when related to video games. This article aims to address such a lack by analyzing game/movie (inspired by digital games) trailers as a crossroad between digital entertainment and films. The main intent is to exploit a comparative lens to uncover leading traits of short videos according to the medium that that they are portraying. Therefore, three case studies – i.e. Assassin’s Creed, Warcraft, and Overwatch – are presented and unpacked with a combination of design and semiotic tools (from Greimas’ narrative program to game heuristics) and the concepts of symmetry, dissymmetry and asymmetry advanced by Roger Caillois. Results point to a cross-media coherence between different types of trailers, and future developments are suggested for exploiting them as an informing research object.
Cite
CITATION STYLE
Gandolfi, E., & Semprebene, R. (2017). Trailers in between short video forms from digital games to movies and back. Quaderns de Cine, (12). https://doi.org/10.14198/qdcine.2017.12.05
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