This article explores the concept of cinema envy within the context of 1990s videogame magazines, identifying it as an understanding within gaming culture that videogames are not ‘serious’, ‘worthy’, or ‘artistic’ as film. The research aims to understand how cinema envy, as a discourse, has been discussed and used to justify the existence and value of videogames relative to film. Through an analysis of key videogame magazines published between 1990 and 1999, the study identifies three periods in the discourse, defined respectively by an initial enthusiasm for convergence with film (1990–1992), a reactionary phase prioritizing medium specificity and interactivity (1992–1996), and a more balanced perspective combining convergence with a critical reflection on interactivity (1996–1999). The findings indicate that attitudes towards the convergence of film and videogames fluctuated, reflecting broader technological and cultural shifts. The study concludes that cinema envy is not a monolithic formation, but an evolving discourse shaped by the interplay of technological advancements, media convergence, and the desire for cultural legitimacy in the videogame industry. This work highlights the role of videogame magazines in shaping gaming culture and establishing norms and standards for what constitutes a ‘good game’, considering cinematic influences and interactivity.
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Andrea Andiloro
Swinburne University of Technology
Convergence The International Journal of Research into New Media Technologies
Swinburne University of Technology
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Andrea Andiloro (Mon,) studied this question.
synapsesocial.com/papers/69401f142d562116f28fa4dd — DOI: https://doi.org/10.1177/13548565251404000