This article aims to investigate the genre specificity of interactive cinema by analyzing the transformation of traditional cinematic genre conventions under the influence of key char- acteristics of interactivity, such as user agency and narrative non-linearity. The relevance of the study stems from the growing popularity of interactive media and the necessity for theoretical conceptualization of their hybrid nature, which complicates genre classification. The research methodology comprises a theoretical analysis of genre concepts in film studies and interac- tive media theory, a comparative analysis of interactive cinema, traditional cinema, and video games, as well as case studies of representative interactive works: Black Mirror: Bandersnatch, Late Shift, and Detroit: Become Human. The research findings establish that interactive cin- ema functions not as a distinct genre, but as a spectrum of hybrid forms. It was found that interactivity fundamentally reshapes plot structures, character evolution, and stylistic elements.It is demonstrated that the nature of this transformation depends on the interplay between the technological platform, which determines the available toolkit of interactivity, and the conven- tions of the source genre, which influence how these tools are applied. The scientific novelty lies in the systematic analysis of the specific mechanisms of genre convention transformation, which enables a deeper understanding of the specifics of genre formation in interactive cinema.The work substantiates the prospects for further research in this dynamic field.
O. A. Poberailo (Thu,) studied this question.