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4 Major Trends Changing Cinema

Posted: Tue Jan 28, 2025 10:56 am
Interactivity has always evoked a greater response from people than passive consumption of information. So, it is not surprising that gaming content can be found even in cars today. The Ford Hybrid, for example, has a tree on the dashboard that blooms as fuel is saved.
It is not surprising that at some point, film producers paid close attention to games.

Let me play!
The premiere of interactive cinema took place in 1967 in Montreal at the World Expo'67. At that time, in the film Kinoautomat, viewers were asked to make a choice in the middle of the show that would influence the further course of the plot.



The visitors to the exhibition were delighted! However, food and beverage email list similar interactive films I'm your man and Mr. Payback released in 1992 and 1995 were failures. Further attempts to develop variable cinema reached a dead end and were abandoned for a long time. But not forever.

In April of this year, the American channel Syfy launched a promising project — the series Defiance. In a sense, it is a real challenge to traditional media. The highlight of the film was its bet on gamers.



They were the ones who were given the right to determine the development of the plot depending on the course of the game. Skeptics claimed that the idea would fail, but already in the first weeks of the show the series gathered a record number of viewers - about 2.7 million people. And in total, more than 6 million hours were spent in the online game.

To each his own ending
What unique quality do computer games have that makes people spend so much time in front of the monitor? First of all, it is personalization, involvement, a sense of freedom of choice. Depending on the passage and choice of a certain scenario, the gamer gets his own ending of the game. A similar practice is used in many games, for example, the famous Silent Hill. Whether the main character will be saved and whether he will fulfill his mission depends entirely on the actions of the player.

Viewers expect something similar from cinema today. The technical level, of course, allows for the creation of variable films already now. For example, this year the English director Alexis Kirk presented his experimental 15-minutepainting Many Worlds.



During the viewing, the sensors measured the indicators of four volunteers: heart rate, muscle tension, sweating level, etc. Data analysis allowed us to determine the person’s condition and offer them the most suitable scenario.

For decades, playwrights, directors and other artists have honed their ability to properly engage viewers in the action, hold their attention and make them empathise with the characters. Now, Alexis and scientists from the University of Plymouth have developed a technology that makes it possible to give every viewer the perfect film.

Natalia Kulikova, Deputy Director of Advertising, CINEMAPARK