The author shows the cinema against the backdrop of changes taking place in today's audiovisual landscape by means of digital media. A movie is not treated as a separate phenomenon but as an element of a bigger entertainment system. Individual audiovisual media take over each other's aesthetics to facilitate dialogue with the viewer who also uses other communication media. This is best illustrated on the example of the relationship between the cinema and video games that originally 'sponged off' the cinema to recently come to inspire them. He examines the film category of 'movie ride', the pictures using movement in a motion picture to produce a viewer's immersion (strongly associated with computer games) or even thematizing immersions. So the relations between old and new media are not discussed in terms of competition but of complementarity and creative tensions to enhance the means of expression of sub-elements of the communication ecosystem. As shown by the author, the cinema may be the starting point for the development of new cross-media narrative practices that meet halfway the expectations of viewers oriented towards the active reception of the media.
Financed by the National Centre for Research and Development under grant No. SP/I/1/77065/10 by the strategic scientific research and experimental development program:
SYNAT - “Interdisciplinary System for Interactive Scientific and Scientific-Technical Information”.