Educational Interfaces Between Cinema and Games
Bibliographic Data
| ID | 22200853 |
|---|---|
| Authors | Rafael José Bona (0000-0003-2116-2407, corresponding author) |
| Year | 2025 |
| Volume | 5 |
| Issue | 4 |
| Pages | 14-21 |
| Publication date | 2025-07-05 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Integrated Journal for Research in Arts and Humanities (JOURNAL) |
| Journal identifiers | ISSN: 2583-1712 • E-ISSN: 2583-1712 |
| Publisher | Stallion Publication (PUBLISHER) |
| DOI | 10.55544/ijrah.5.4.3 |
| OpenAlex | W7128252960 |
| Language | EN |
| References cited | 7 |
The entertainment industry has driven studies on media interfaces, particularly concerning the relationship between films and games, highlighting the educational possibilities arising from this convergence. Adaptations across media formats enable the recontextualization of content and foster new learning experiences. This study analyzes the adaptations of the Jurassic Park franchise films (1993, 1997, 2001, and 2015) into games, exploring how these adaptations contribute to education by creating narrative and interactive layers. This documentary and qualitative research examines the four films and the games Jurassic Park: The Game (2011) and Lego Jurassic Park (2015). The analyses reveal that these games expand upon the original narrative, creating a transmedia structure that allows players to explore new story elements. These adaptations enrich the franchise universe and offer educational approaches that delve into scientific concepts, promoting more active and immersive learning. Additionally, the study discusses how these games encourage critical thinking, decision-making, and engagement with environmental and ethical themes present in the films. By combining entertainment and education, the adaptations demonstrate how media convergence can support meaningful pedagogical practices, especially when aligned with students’ interests and digital literacy
Digital media · Entertainment · Experiential learning · Franchise · Game mechanics · Movie theater · Narrative · Digital Games and Media · Film in Education and Therapy · Media Influence and Health
| Citation velocity | historical |
|---|---|
| Highly cited | No |