The Emergence, Characteristics and Future of Interactive Movie-Style Games under the Trend of Media Convergence
DOI: 10.23977/mediacr.2026.070107 | Downloads: 1 | Views: 33
Author(s)
Yang Yufei 1
Affiliation(s)
1 Dongguan City University, Dongguan, 523419, Guangdong, China
Corresponding Author
Yang YufeiABSTRACT
In recent years, against the backdrop of media convergence, emerging literary and artistic forms such as "electronic picture books", "interactive videos" and "dynamic posters" have continued to emerge. As a core representative among them, interactive movie-style games have gradually attracted widespread attention. They not only expand the expressive forms of game interaction and narrative, but also possess high commercial value and social significance. However, current relevant research mostly remains at the level of discussions by the media and players, with few theoretical sorting and induction. By sorting out the core context, analyzing the core characteristics and prospecting the future trends, this paper aims to provide a relatively clear theoretical framework for game practitioners and researchers on the one hand, and offer a reference for the cross-media practice of the digital art industry on the other.
KEYWORDS
Interactive Movie-Style Games; Media Convergence; Non-Linear Narrative; Audio-Visual Language; Artificial Intelligence (AI)CITE THIS PAPER
Yang Yufei. The Emergence, Characteristics and Future of Interactive Movie-Style Games under the Trend of Media Convergence. Media and Communication Research (2026). Vol. 7, No.1, 38-43. DOI: http://dx.doi.org/10.23977/mediacr.2026.070107.
REFERENCES
[1] Wang, G. (2020). Interactive cinema, movie games and interactive film-style games: An investigation based on the narrative participation of audiences (users). Film Art, 3, 112-117.
[2] Klastrup, L., & Tosca, S. P. (2020). Interactive film: A media studies perspective. New Media & Society, 22(3), 1145-1163.
[3] Tencent Technology. (2018, June 10). Starting from the evolution history of AVG, talk about the gameDetroit: Become Human [EB/OL]. https://gwb.tencent.com/community/detail/125240
[4] Bizzocchi, J., & Tanenbaum, J. (2018). Game narrative and interactive storytelling: A review of the field. Foundations of Digital Games, 18(1), 1-28.
[5] Shi, C. (2020). The rise of interactive cinema: Media context and game genes. Contemporary Cinema, 9, 113-118.
[6] Chen, B. J., & Huang, X. Y. (2024). Research on the gamified design of interactive cinema. Contemporary Cinema, 1, 168-173.
[7] Nitsche, M. P. (2017). Video game spaces: Image, play, and structure in 3D game worlds (2nd ed.). MIT Press.
[8] Zhang, Q. (2023). Exploration on the narrative dimensions of interactive movie games. Southeast Communication, 1, 112-117.
[9] Ryan, M. L. (2015). Narrative as virtual reality 2: Revisiting immersion and interactivity in literature and electronic media. Johns Hopkins University Press.
[10] Zhong, W. P., & Wang, X. D. (2024). Current situation and future prospects of interactive movie games. Movie Review, 18, 74-81.
| Downloads: | 23370 |
|---|---|
| Visits: | 608224 |
Sponsors, Associates, and Links
-
Journal of Language Testing & Assessment
-
Information and Knowledge Management
-
Military and Armament Science
-
Journal of Human Movement Science
-
Art and Performance Letters
-
Lecture Notes on History
-
Lecture Notes on Language and Literature
-
Philosophy Journal
-
Science of Law Journal
-
Journal of Political Science Research
-
Journal of Sociology and Ethnology
-
Advances in Broadcasting

Download as PDF