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http://dx.doi.org/10.9717/kmms.2022.25.2.411

A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot  

Ryu, Woo Hyun (Dept. of Film & Video Production, Graduate School of Digital Image and Content, Dongguk University)
Jung, Won Sik (Dept. of Cultural Content, Chonnam National University)
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Abstract
Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.
Keywords
Digital Moving Long Take Shot; Gaming Experience; Digital Cinema; Post Cinema; Movie <1917>;
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