The Merging of Passive and Active: an analysis of the game elements in the interactive film Black Mirror: Bandersnatch
Summary
In this thesis the interactive film Black Mirror Bandersnatch was analysed. Within the 21st century, which has also been proclaimed the ludic century by researchers, games have become the dominant socio-cultural form. With the use of remediation, interactive films are merging active game players and passive film spectators. The convergence of the active and passive and the success of the Bandersnatch film brings about the social and academic importance of researching games and game elements within the interactive film Bandersnatch. Within this thesis, the following question was answered: How and to what extent do game elements shape the interactive film Black Mirror: Bandersnatch? This thesis analysed the film from a games and play studies perspective and was conducted with the game analysis method by Clara Fernandez-Vara (2015). The following five game elements according to Juul (2010) were analysed within the film: (1) rules, (2) variable and quantifiable outcome, (3) valorisation of outcomes, (4) player effort, and (5) player attached to outcome. It has been concluded that all five game elements are present within the Bandersnatch film and actively shape the film. However, the extent to which they shape the film differ per element. In addition to this, the balance between the interactivity and narrative construction of the film limit the extent to which game elements can shape Bandersnatch, which can be called hyperselectivity. To conclude, the research has been a step forward to the implementation of a method for the analysis of interactive films, which is highly needed in this “ludic century.”