Cinema and the Digital Revolution
The Representations of Digital Culture in Films
Bibliographic Data
| ID | 19577951 |
|---|---|
| Authors | Hasan Gürkan (0000-0002-3805-9951, Universitat de Girona), Başak Gezmen (0000-0002-9953-228X, Istanbul Medipol University) |
| Year | 2024 |
| Pages | 1-15 |
| Publication date | 2024-04-30 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Evolutionary Studies in Imaginative Culture (JOURNAL) |
| Journal identifiers | ISSN: 2472-9876 • E-ISSN: 2472-9884 |
| Publisher | Raiya Academic International LLC (PUBLISHER) |
| DOI | 10.56801/esic.v8.i1.1 |
| OpenAlex | W4396541096 |
| Language | EN |
This article examines popular cinema’s interactions with digital culture, focusing on cinema and social structure. A product of technological and social developments, digital culture has introduced the creation of cyberspace, the emergence and spread of social media, and the formation of virtual communities. This article focuses on a specific period (1980 – 2010) to examine the evolution in cinema of portrayals of digital culture. The analysis includes four influential films: WarGames (1983, by John Badham), Perfect Blue (1997, by Satoshi Kon), Pulse (2001, by Kiroshi Kurosawa), and Life in a Day (2011, by Kevin Macdonald, Loressa Clisby, and Tegan Bukowski). The article provides a guide to popular cinema's interaction with and use of the possibilities offered by digital culture, revealing how the four selected films reflect digital culture themes. Each film demonstrates different aspects and dynamics of digital culture at a particular time, offering a unique look at that period's social and technological landscape through its portrayal of technological developments, human relations, cultural values, and social norms. Each film evaluates the impact of the digitization process on cinema from different perspectives, depicting how cinema adapts and responds to technological changes
Aesthetics · Art · Cyberspace · Digital Revolution · Digitization · Media studies · Movie theater · Political science · Popular culture · Social media · Sociology · Telecommunications · The Internet · Visual arts · World Wide Web · Cinema and Media Studies · Computer Science · Digital Games and Media · Law · Social Media and Politics
| Highly cited | No |
|---|