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All Aboard The Polar Express: A Playful Change of Address in the Computer-Generated BlockbusterCarleton University, jessaldred{at}sympatico.ca Following Tom Gunnings assertion that each change in film history implies a change in its address to the spectator, this article closely analyses The Polar Express (Robert Zemeckis, 2004) in order to interrogate what kinds of changes are at stake for the contemporary spectator of the wholly computer-generated blockbuster. The article also considers the extent to which the immersive, video game-like visual aesthetic and mode of address present in The Polar Express strive to naturalize viewer relations with digital spaces and characters such as those inherent to both computer-generated films and the invisible virtual realm of cyberspace. Finally, the article argues that The Polar Express functions as a compelling historical document of an era when cinema and video games have never been more intertwined in terms of aesthetics, character construction, and narrative, and raises compelling questions about whether video games have begun to exert the type of formative influence upon cinema that cinema previously exerted on video games.
Key Words: blockbusters cinematic space vs game space computer-generated imagery (CGI) narrative spectacle spectatorship video games
Animation, Vol. 1, No. 2,
153-172 (2006) |
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