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The game as plot-and the aesthetic phenomenon of gaming cinema
Bykova Natalia Ivanovna

PhD in Pedagogy

associate professor of the Department of Film, Photo, and Video Creative Work at Omsk F. M. Dostoevsky State University

644116, Russia, Omsk, str. Krasnyi Put', 36, of. 313

bukovani@mail.ru
Другие публикации этого автора
 

 

Abstract.

The subject of the study is the game as an artistic device in modern cinema. The object of research is modern cinema art. The author examines the question of what the game is from the point of view of philosophy and art history. The study analyzes screen versions of famous works of world literature based on the game in its various manifestations. Of interest are several cinematographic works in this aspect, among them the national adaptation of F. Durrenmatt's novel "The Accident", the director V. Zhalakiavicius, and the screen version of the play "The Sleuth" by A. Shaffer.The main methods of this study are comparative-historical and analytical. A comparative analysis of the cinematographic material of different years makes it possible to trace the dynamics of changes in cinematic artistic techniques. In the study for the first time films are analyzed in which the game becomes one of the main plot-forming, aesthetic or semantic components, through the comprehension of which the understanding of the meaning of the artistic work takes place. The game is interesting as an artistic device in the film industry, since it allows to include in the space of the film a lot of cinematographic techniques that allow diversifying and improving the language of the cinema.

Keywords: art history, composition, adaptation, plot, artistic image, art cinema, game, artistic technique, Kenneth Branagh, Anthony Shaffer

DOI:

10.7256/2409-8744.2017.2.22680

Article was received:

12-05-2017


Review date:

15-04-2017


Publish date:

14-05-2017


This article written in Russian. You can find full text of article in Russian here .

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