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Journal articles on the topic 'Black Mirror: Bandersnatch'

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1

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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2

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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3

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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4

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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5

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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6

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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7

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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8

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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9

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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10

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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11

Roig, Antoni. "Jugando en Netflix: Black Mirror – Bandersnatch." COMeIN, no. 84 (March 19, 2019). http://dx.doi.org/10.7238/c.n84.1903.

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El pasado 28 de diciembre Netflix presentó una propuesta guardada con calculado semi-secretismo. Un formato inédito de la prestigiosa serie distópica Black Mirror, de Charlie Brooker, en forma de largometraje interactivo. El impacto -y la polémica- han sido notables: ¿el futuro del audiovisual? ¿Un experimento innovador, aunque limitado en su alcance? ¿Un truco caduco deudor de fórmulas ya agotadas y de poco calado? Yo estoy a medio camino entre las dos primeras opciones y en este COMeIN daré algunos apuntes sobre por qué. En cualquier caso, creo que Black Mirror: Bandersnatch merece mucha ate
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12

Nee, Rebecca C. "Wild, stressful, or stupid: Que es Bandersnatch? Exploring user outcomes of Netflix’s interactive Black Mirror episode." Convergence: The International Journal of Research into New Media Technologies, March 5, 2021, 135485652199655. http://dx.doi.org/10.1177/1354856521996557.

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Prior scholarship related to interactive digital narratives (IDNs) typically has analyzed this emerging genre of storytelling on web-based platforms. The Bandersnatch episode of the Black Mirror series on Netflix offers a unique opportunity to explore the affordances and audience effects of IDNs appearing within a popular streamed TV program. This case study combines updated models of the uses and gratifications theory of media use with human–computer interaction frameworks to identify cognitive themes and emotional valences among Bandersnatch users, as expressed through tweets related to thei
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13

Pons, Joan J. "Narrativa procedimental transmedia: del dadaísmo al VOD." COMeIN, no. 106 (January 15, 2021). http://dx.doi.org/10.7238/c.n106.2101.

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Se entiende por narrativa procedimental o interactive storytelling una historia creada o procesada, totalmente o en parte, por un sistema (máquina) o procedimiento (reglas o normas). Aun así, de forma general, podemos observar dos tipos: la completamente aleatoria, que toma formas de cariz más artístico, o la que interacciona con el lector, espectador o jugador para generar una historia personalizada basada en las opciones escogidas. Tres ejemplos que veremos a continuación son los libros de Elige tu propia aventura, el capítulo interactivo Black Mirror: Bandersnatch y el videojuego Detroit: B
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14

Lemos, Ligia Prezia. "Ficção televisiva interativa e o V-Effekt de Brecht." Galáxia (São Paulo), no. 46 (2021). http://dx.doi.org/10.1590/1982-2553202146912.

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Resumo Neste artigo procuramos desenhar um paralelo entre a ficção televisiva interativa e o V-Effekt, ou efeito de distanciamento, proposto pelo dramaturgo Bertolt Brecht. Trazemos como corpus de pesquisa dois episódios interativos de duas ficções televisivas de tempos e geografias distantes: o episódio Meu pai da série televisiva Você decide (Globo, 1997) e, principalmente, o episódio Bandersnatch da série on-demand Black Mirror (Netflix, 2018). Nosso objetivo é fazer uma análise preliminar da competência da tecnologia para gerar o efeito de distanciamento quando aliada à ficção televisiva.
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15

Lincoln Strange Reséndiz [1], Isabel. "La Irrupción De Lo Audiovisual En Los Procesos Sociales: Una Reflexión A Partir De La Teorí­a." Xihmai 15, no. 29 (2020). http://dx.doi.org/10.37646/xihmai.v15i29.336.

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ResumenEl presente artí­culo analiza la irrupción de lo audiovisual en el estudio de la comunicación a partir del surgimiento de la televisión y hasta su condición actual. El objetivo de este texto consiste en observar el impacto de los medios audiovisuales en los procesos sociales. Para ello, se realizó una revisión de las propuestas teóricas que expusieran los procesos históricos y la repercusión que la comunicación tuvo en los mismos. Al final de este documento, se reflexiona en el transmedia, la condición actual del receptor y su relación con algunos productos, tomando como ejemplo para el
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16

Malta, Francisco, Fernando Rodrigues, and Renan Oliveira. "Bandersnatch: o mundo virtual e a realidade na interatividade do cinema." AVANCA | CINEMA, May 11, 2020. http://dx.doi.org/10.37390/ac.v0i0.67.

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The transformations that technology propitiates take the audiovisual narratives to seek new resources in the way of telling a story, such elements appear in the composition of this new audiovisual grammar. Bandersnatch by Charlie Brooker is an interactive film screened on Netflix, coming from the Black Mirror series known for breaking the classic rules of format in their stories. The plot brings the concept of interactivity, offering the viewer to change the course of history. Is this a market trend? From the writer’s point of view, how to put together a story with these features? These are so
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17

Hoydis, Julia. "Dialogues with the Machine, or Ruins of Closure and Control in Interactive Digital Narratives." Reading in Ruins: Exploring Posthumanist Narrative Studies 1, no. 1 (2021). http://dx.doi.org/10.16995/olh.4695.

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The interrelations between literary studies, and posthumanism deserve attention beyond the focus on the representation of posthuman identities on the story level. To explore these, this article looks at examples of interactive digital narratives (IDN): Bandersnatch (2018), a ‘choose-your-own-adventure’-type instalment of Netflix’s dystopian SF-anthology series Black Mirror, the short film The Angry River (2017), which employs gaze-detection technology to determine what viewers get to see, and the serious multi-platform videogame The Climate Trail (2019), specifically designed to move players ‘
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