Abstract
Franchise exploitation has been a major industrial factor throughout the history of commercial videogames, with film tie-ins being a significant aspect of the videogame industry due to the economic opportunities of cross-media promotion, branding, and synergy. Throughout game history the film tie-in game or film-licenced game has been associated with disreputability due to its critically marginalised status and low cultural value, giving it the status of a ‘bad object’ akin to the ‘badfilm’ subcategory of paracinema (Sconce, 1995). This paper explores the aesthetics and reception of the film-licenced game while directly addressing notions of ‘badness’ related to these types of games through textual analyses of key games, developer accounts, and content analysis of the critical and popular reception of various film-licenced games.
| Original language | English |
|---|---|
| Pages | 1-5 |
| Number of pages | 5 |
| Publication status | Published - Oct 2014 |
| Event | International Communication Association Regional Conference, 2014 - Brisbane, Brisbane, Australia Duration: 1 Oct 2014 → 3 Oct 2014 https://www.icahdq.org/page/affiliated |
Conference
| Conference | International Communication Association Regional Conference, 2014 |
|---|---|
| Country/Territory | Australia |
| City | Brisbane |
| Period | 1/10/14 → 3/10/14 |
| Internet address |
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