Cinema and the digital revolution: the representations of digital culture in films

dc.authorid0000-0002-9953-228X
dc.contributor.authorGürkan, Hasan
dc.contributor.authorGezmen, Başak
dc.date.accessioned2024-06-07T08:05:19Z
dc.date.available2024-06-07T08:05:19Z
dc.date.issued2024
dc.departmentİstanbul Medipol Üniversitesi, İletişim Fakültesi, Radyo Televizyon ve Sinema Bölümü
dc.description.abstractThis article examines popular cinema’s interactions with digital culture, focusing on cinema and social structure. A product of technological and social developments, digital culture has introduced the creation of cyberspace, the emergence and spread of social media, and the formation of virtual communities. This article focuses on a specific period (1980 – 2010) to examine the evolution in cinema of portrayals of digital culture. The analysis includes four influential films: WarGames (1983, by John Badham), Perfect Blue (1997, by Satoshi Kon), Pulse (2001, by Kiroshi Kurosawa), and Life in a Day (2011, by Kevin Macdonald, Loressa Clisby, and Tegan Bukowski). The article provides a guide to popular cinema's interaction with and use of the possibilities offered by digital culture, revealing how the four selected films reflect digital culture themes. Each film demonstrates different aspects and dynamics of digital culture at a particular time, offering a unique look at that period's social and technological landscape through its portrayal of technological developments, human relations, cultural values, and social norms. Each film evaluates the impact of the digitization process on cinema from different perspectives, depicting how cinema adapts and responds to technological changes.
dc.identifier.citationGürkan, H. ve Gezmen, B. (2024). Cinema and the digital revolution: the representations of digital culture in films. Evolutionary Studies in Imaginative Culture, 8(1), 1-15. http://dx.doi.org/10.56801/esic.v8.i1.1
dc.identifier.doi10.56801/esic.v8.i1.1
dc.identifier.endpage15
dc.identifier.issn2472-9884
dc.identifier.issue1
dc.identifier.scopus2-s2.0-85193916954
dc.identifier.scopusqualityQ2
dc.identifier.startpage1
dc.identifier.urihttp://dx.doi.org/10.56801/esic.v8.i1.1
dc.identifier.urihttps://hdl.handle.net/20.500.12511/12589
dc.identifier.volume8
dc.indekslendigikaynakScopus
dc.institutionauthorGezmen, Başak
dc.language.isoen
dc.relation.ispartofEvolutionary Studies in Imaginative Cultureen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.subjectCinema
dc.subjectCyberspace
dc.subjectDigital Culture
dc.subjectSocial Media
dc.subjectTechnology
dc.subjectVirtual Communities
dc.titleCinema and the digital revolution: the representations of digital culture in films
dc.typeArticle

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