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Dreaming of Cinema: Spectatorship, Surrealism, and the Age of Digital Media by Adam Lowenstein (review)

Dreaming of Cinema: Spectatorship, Surrealism, and the Age of Digital Media by Adam Lowenstein... Book Reviews DREAMING OF CINEMA: SPECTATORSHIP, SURREALISM, AND THE AGE OF DIGITAL MEDIA. Adam Lowenstein. New York: Columbia University Press, 2015, 280 pp. In an age increasingly occupied by digital media, Surrealist cinema is compared to video there has been a shift in understanding the way games in the second chapter, titled “Interac- that spectators approach films. Adam Lowen- tive Spectatorship.” Lowenstein examines Un stein’s Dreaming of Cinema works to make clear Chien Andalou and eXistenZ, two films that blur the influence of expanding media on traditional the line between spectatorship and interactiv- cinema. He provides examples of cinema, mul- ity. He argues that films incorporate qualities timedia, and images working together to alter that align them with interactivity, addressing the way that viewers relate to a given film. What how the viewer can “associate experiences of makes this approach unique is his examination cinema with their experiences of video gaming” of this technological idea as something that is (52). The viewers are constantly involved in a also rooted in surrealism. He uses surrealist game, looking for related images such as hands media from artists such as Joseph Cornell and and eyes, in Un Chien Andalou. Lowenstein Salvador Dali, http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Journal of Film and Video University of Illinois Press

Dreaming of Cinema: Spectatorship, Surrealism, and the Age of Digital Media by Adam Lowenstein (review)

Journal of Film and Video , Volume 71 (2) – Jun 10, 2019

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Publisher
University of Illinois Press
Copyright
Copyright © 2008 The Board of Trustees of the University of Illinois.
ISSN
1934-6018

Abstract

Book Reviews DREAMING OF CINEMA: SPECTATORSHIP, SURREALISM, AND THE AGE OF DIGITAL MEDIA. Adam Lowenstein. New York: Columbia University Press, 2015, 280 pp. In an age increasingly occupied by digital media, Surrealist cinema is compared to video there has been a shift in understanding the way games in the second chapter, titled “Interac- that spectators approach films. Adam Lowen- tive Spectatorship.” Lowenstein examines Un stein’s Dreaming of Cinema works to make clear Chien Andalou and eXistenZ, two films that blur the influence of expanding media on traditional the line between spectatorship and interactiv- cinema. He provides examples of cinema, mul- ity. He argues that films incorporate qualities timedia, and images working together to alter that align them with interactivity, addressing the way that viewers relate to a given film. What how the viewer can “associate experiences of makes this approach unique is his examination cinema with their experiences of video gaming” of this technological idea as something that is (52). The viewers are constantly involved in a also rooted in surrealism. He uses surrealist game, looking for related images such as hands media from artists such as Joseph Cornell and and eyes, in Un Chien Andalou. Lowenstein Salvador Dali,

Journal

Journal of Film and VideoUniversity of Illinois Press

Published: Jun 10, 2019

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