Seeing Triple: Identification and Gamic Vision in Film and FPS Games
The subjective shot as used in film and FPS video games is analyzed. In film, the subjective shot involves an alignment of two conflicting POVs (protagonist and spectator) and so is generally problematic. By providing game-enabled agency, the subjective shot is employed successfully in FPS games. Being John Malkovich and Peeping Tom both use a special case of the subjective shot, with the merging of three looks. This provides the spectator with a vicarious sense of agency comparable to that of an FPS game, rendering the subjective shot non-problematic in these films.
1978 ◽
Vol 36
(1)
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pp. 492-493
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2008 ◽
Vol 67
(1)
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pp. 41-50
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2016 ◽
Vol 32
(3)
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pp. 204-214
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Keyword(s):
Keyword(s):