• Login
  • Register
  • Search

Global Distribution of Chinese Interactive Indie Movies: A Case Study of Zhongce Studio

Tianxiao Peng, Shuyu Lin

Abstract


China's audio-visual creation industry has made considerable progress in the 21st century. With the application of new
technologies, this industry is constantly developing new forms of media, including interactive movie games. The development of interactive
movie games in China is currently increasing. However, indie games are still far from the best interactive movies internationally. This
research examined Zhongce Studio, an indie game company that focuses on the production and distribution of interactive movie games
in China. It fi nds that, despite the adverse infl uence of the game market environment, Zhongce Studio has been in line with international
standards and tried innovations in character construction and plot setting, but there are still many shortcomings.

Keywords


interactive movie; communication; gamifi cation; video creation

Full Text:

PDF

Included Database


References


[1] Perron B . From games to players and gameplayers: The example of interactive movies. 2003.

[2]Fang Z, Cai L, Juan G, et al. Interactive movie design based on the game engine technology[C]//Proceedings of the 2020 4th International Conference on

Electronic Information Technology and Computer Engineering. 2020: 1029-1033.

[3]Roth C. Experiencing interactive storytelling[J]. Vrije Universiteit, 2016, 24.

[4]Grabarczyk P. Is every indie game independent? Towards the concept of independent game[J]. Game Studies, 2016, 16(1).

[5]Bostan B, Marsh T. Fundamentals of interactive storytelling[J]. AJIT-e, 2012, 3(8): 19.

[6]Arinbjarnar M, Barber H, Kudenko D. A critical review of interactive drama systems[C]//AISB'09 Symposium: AI & Games, Edinburgh, UK. 2009.

[7]Gwalyney J. When FMV Ruled the World and Why It’s Coming Back[J]. Game Informer, 2018, 4.

[8]Pore M, Sadeghi K, Chakati V, et al. Enabling real-time collaborative brain-mobile interactive applications on volunteer mobile devices[C]//Proceedings of

the 2nd International Workshop on Hot Topics in Wireless. 2015: 46-50.

[9] Malloy J , Aarseth E J . Cybertext, Perspectives on Ergodic Literature[J]. Leonardo Music Journal, 1998, 8:77.

[10]Chih-Pei H U, Chang Y Y. John W. Creswell, research design: Qualitative, quantitative, and mixed methods approaches[J]. Journal of Social and

Administrative Sciences, 2017, 4(2): 205-207.

[11] Yin R , Thousand S . Case Study Research: Design and Methods (4th ed.[M]. Blackwell Science Ltd, 2009.

[12]Sutton, Walter. Anatomy of Criticism, Four Essays[J]. Symposium, 2013, 12(1-2):211-215.

[13]Adams, R. MASCULINITY WITHOUT MEN[J]. GLQ: A Journal of Lesbian and Gay Studies, 2000, 6(3):467-478.

[14]Halberstam J. 1. An Introduction to Female Masculinity: Masculinity without Men[M]//Female masculinity. Duke University Press, 1998: 1-44.




DOI: http://dx.doi.org/10.18686/modern-management-forum.v7i5.8560

Refbacks