Academic literature on the topic 'Black Mirror: Bandersnatch'

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Journal articles on the topic "Black Mirror: Bandersnatch"

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Henning, John. "Black Mirror: Bandersnatch." American Journal of Psychiatry Residents' Journal 15, no. 2 (2019): 20. http://dx.doi.org/10.1176/appi.ajp-rj.2019.150213.

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Jankowski, Filip. "Fikcja interaktywności. Filmy partycypacyjne i ich ograniczenia." Panoptikum, no. 24 (October 20, 2020): 45–55. http://dx.doi.org/10.26881/pan.2020.24.01.

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This article aims to analyze critically a phenomenon described as “interac­tive films”, represented by Black Mirror: Bandersnatch. The author of the article, pointing out crucial problems with the interactivity of computer media as such, suggests the more pertinent name: “participatory films”. Tracing their history from the 1930s, through full-motion video games, to contemporary hybrids of three-dimensional digital games and film forms, the author shows their poten­tials and constraints. Thus, the author concludes that Bandersnatch is not an innovative phenomenon but an anachronistic continuat
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Yun, Hye-Young. "Alienation Effect in 〈Black Mirror: Bandersnatch〉 as an Interactive Drama." Cartoon and Animation Studies 58 (March 31, 2020): 269–93. http://dx.doi.org/10.7230/koscas.2020.58.269.

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Nam, Myounghee. "Analysis of The Multiple Path Narrative on Black Mirror : Bandersnatch." Journal of Image and Cultural Contents 17 (June 30, 2019): 151–72. http://dx.doi.org/10.24174/jicc.2019.06.17.151.

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Da Costa, Alexandre Rodrigues. "TESSITURAS LABIRÍNTINCAS: A MISE EN ABYME E A METALEPSE COMO RAMIFICAÇÕES DA NARRATIVA, EM “BANDERSNATCH’, EPISÓDIO DA SÉRIE BLACK MIRROR." Rebeca - Revista Brasileira de Estudos de Cinema e Audiovisual 9, no. 1 (2020): 249–67. http://dx.doi.org/10.22475/rebeca.v9n1.537.

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Neste artigo, analisamos o episódio “Bandersnatch”, da série de TV Black Mirror, criada por Charlie Brooker e produzida pelo canal de streaming Netflix, a partir dos conceitos de mise en abyme e metalepse, como possibilidade de criação de narrativas ramificadas e labirínticas. Dessa maneira, investigamos de que forma a permutação permite a “Bandersnatch” interagir com o telespectador e, baseando-nos na fragmentação que decorre desse processo, relacionamos a mise en abyme e a metalepse ao conceito de imagem-tempo, de Gilles Deleuze, e aos conceitos de Cronos e Aion, que ele explora a partir dos
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AKŞİT, Onur O., and Azra K. NAZLI. "TECHNOLOGY VERSUS INDIVIDUAL: AN ANALYSIS ON INTERACTIVE FILM BLACK MIRROR: BANDERSNATCH." TURKISH ONLINE JOURNAL OF DESIGN ART AND COMMUNICATION 10, no. 4 (2020): 509–23. http://dx.doi.org/10.7456/11004100/013.

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Elnahla, Nada. "Black Mirror: Bandersnatch and how Netflix manipulates us, the new gods." Consumption Markets & Culture 23, no. 5 (2019): 506–11. http://dx.doi.org/10.1080/10253866.2019.1653288.

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Lee, Jong-Han, and Ling Geng. "A Study on the Characteristics of the Narrate of Interactive Movie - Focusing on "Black Mirror: Bandersnatch" -." Cartoon and Animation Studies 61 (December 31, 2020): 289–315. http://dx.doi.org/10.7230/koscas.2020.61.289.

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Gilmore, James N. "To Affinity and Beyond: Clicking as Communicative Gesture on the Experimentation Platform." Communication, Culture and Critique 13, no. 3 (2020): 333–48. http://dx.doi.org/10.1093/ccc/tcaa005.

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Abstract This article analyzes how users' engagements with digital platforms through the act of clicking are coded as meaningful for the production of affinity, a way of assessing identity amongst users. Drawing on an understanding of identity as related to the Latin idem—or same—this article explores how streaming media company Netflix uses click-based A/B testing to create “taste doppelgängers” that live in “taste communities” and help structure the recommendations, home pages, and image thumbnails that users experience. Clicks are figured as communicative gestures that platform engineers de
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Conley, Donovan, and Benjamin Burroughs. "Bandersnatched: infrastructure and acquiescence in Black Mirror." Critical Studies in Media Communication 37, no. 2 (2020): 120–32. http://dx.doi.org/10.1080/15295036.2020.1718173.

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Dissertations / Theses on the topic "Black Mirror: Bandersnatch"

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Tunney, Ruth. "Interaktivt Innehåll och Konvergenskultur : En diskursiv fallstudie av Black Mirror: Bandersnatch." Thesis, Högskolan Väst, Avd för medier och design, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-14272.

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As illustrated by the Netflix special Bandersnatch as a cultural phenomenon, the purpose of this study was to analyze how "new" storytelling forms exist in today's convergence culture. This was done by a discursive case study about TV-critics' reception of Bandersnatch, along with smaller comparative discourses covering both relatively traditional film and TV organizations within the media industry, as well as an online forum. Therefore, it was demonstrated how the convergence culture expanded the expression of interactive content. Themes inspired by the reviews included the categorization of
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Sundman, Hanna, and Emelie Petrusson. ""Puny human!!! Will you worship me?" : En multimodal analys av den interaktiva filmen Bandersnatch." Thesis, Högskolan i Gävle, Media- och kommunikationsvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-29983.

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The purpose of this thesis was to analyse the interactive movie Bandersnatch, which is part of the media critical series Black Mirror. The main questions were focused on what Bandersnatch communicate about the power relationship between media and audience, the function of the interactive aspect, and media criticism. A multimodal method and film analysis were used to investigate this. The analysis and discussion were based on several media and communication theories regarding hegemony, mediatization and media criticism. The result showed that Bandersnatch communicate that the audience, and memb
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Saavedra, Miranda Rodrigo. "Identificación sobre la construcción de la experiencia interactiva de “Black Mirror: Bandersnatch” a comparación de su interfaz con la impuesta por los videojuegos de rol." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/655194.

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Este proyecto tiene como objetivo explorar el uso de la narrativa como una herramienta fundamental que fortalece la experiencia interactiva en la nueva era digital. A través de la investigación en varias obras audiovisuales, será posible ejemplificar cómo ha evolucionado el proceso mencionado. También será posible mostrar cómo los modelos de diferentes géneros audiovisuales se han simplificado en conexión con la interactividad. Finalmente, con la información recopilada, se puede desglosar las diferencias marcadas en algunos ejemplos de estos proyectos y por lo mismo recoger información importa
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Book chapters on the topic "Black Mirror: Bandersnatch"

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Hebben, Kim Carina. "Spiel in Serie. Black Mirror: Bandersnatch." In Fernsehwissenschaft und Serienforschung. Springer Fachmedien Wiesbaden, 2021. http://dx.doi.org/10.1007/978-3-658-32227-4_12.

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McSweeney, Terence, and Stuart Joy. "Change Your Past, Your Present, Your Future? Interactive Narratives and Trauma in Bandersnatch (2018)." In Through the Black Mirror. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19458-1_21.

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Rezk, Anna Marie, and Mads Haahr. "The Case for Invisibility: Understanding and Improving Agency in Black Mirror’s Bandersnatch and Other Interactive Digital Narrative Works." In Interactive Storytelling. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62516-0_16.

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Pătrăşcanu, Karina. "The Viewer-Participant Performing Morality in Interactive Storytelling in Bandersnatch." In Handbook of Research on Contemporary Storytelling Methods Across New Media and Disciplines. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-6605-3.ch013.

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The present chapter wishes to interrogate the capability of interactive cinema to test, unveil, exercise, and challenge the viewer-participant's moral layout. Looking at Netflix's Black Mirror: Bandersnatch, the chapter mainly explores the implications and outcomes of performing morality in a digital space mediated by a new mode of telling and receiving stories. The analysis looks at possible obstacles in exercising—in a genuine manner—moral imperatives and looks at the nature of the story as well as the format as catalyst for self-reflection and moral awareness. The chapter then explores the possibility that moral conduits are the product of active practice, and that interactive cinema embodies such practice.
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Jost, François. "What Kind of Art Is the Cinema of Interactions?" In Post-cinema. Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789463727235_ch09.

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“What kind of art is the cinema of interactions?” This title promotes the concept of interaction; the intention is therefore to analyze “a work that presents itself as openly interactive: Bandersnatch” (2018), a part of the science-fiction anthology series Black Mirror. With the help of Goodman and Genette, François Jost develops two major concepts previously coined by the former – autography and allography – to help answer the question as to whether the opposition between film and TV series has to do with differences in artistic quality, a debate exacerbated by Netflix’s candidacy at film festivals. Using also a comparison with music partitions, Jost wonders whether the viewer of the interactive work may be called an operator, performer, player, or interpreter.
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Ivars-Nicolas, Begoña, and Francisco Julian Martinez-Cano. "Interactivity in Fiction Series as Part of Its Transmedia Universe: The Case of Black Mirror: Bandersnatch." In Narrative Transmedia. IntechOpen, 2020. http://dx.doi.org/10.5772/intechopen.86881.

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