Internet television is the breakpoint that the entertainment industry was waiting for!
Digital media has surpassed the cinematic era and introduced the latest technologies in the world of entertainment. The post-cinematic effects include not only the newer techniques but also refer to the continuity of the older ones. Some even refer to cinema as the strongest medium to convey messages to the world. This responsibility is now in the hands of the virtual media platforms, and to satisfy the demands, it is essential to create a good amalgamation of neoliberal economic relations and the latest technology (Larsen, 2017).
Contemporary as ‘the machine to reflect emotions’ is the technology used for post-cinematic effect. The newer technology is combined with conventional emotions to display an intense scene (Bowman, 2012). It comes with great effects and is important to display the emotions like anger, love and hate. In the characters created by visual effects, it is quite challenging to convey these feelings in an appropriate and emotional manner (Shaviro, 2010).
Eventually, the post-cinematic effect has greater challenges to conquer. It even represents four figures related to the post-cinematic effects. Control, Flows, Media ecologies and gamification.
Also, the old ways had prohibitions and limitations, whereas the post-cinematic effect depicts modifications and incitement. Flows represent the financial condition which goes simultaneously with increasing modifications in the sound, characters and effects. Media ecologies represent the simultaneous effects of speakers and devices used to enhance the intensity of the show.
Gamification is one of the most crucial features representing every show from a gaming point of view. Conclusively, in the era of gaming and coding, it is essential to hint at it in every show. Hence, the stances of cinema are directions to these four aspects, which create the post-cinematic effects.
By Hongli Zeng (33657348)
References
Bowman, P. (2012). Post-Cinematic Effects. New Formations, 77(77), pp.201–203. doi:10.3898/newf.77.rev04.2012.
Larsen, L.J. (2017). Play and Gameful Movies: The Ludification of Modern Cinema. Games and Culture, 14(5), pp.455–477. doi:10.1177/1555412017700601.
Shaviro, S. (2010). Post-Cinematic Affect. [online] Available at: http://xenopraxis.net/readings/shaviro_postcinematicaffect.pdf.

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