Abstract
This paper proposes a model of cinematic analysis that embraces the interactive qualities of cinema using theories developed in the study of videogames. We argue that texts such as Sucker Punch (Zack Snyder, 2011) could be said to achieve a ‘multi-form gaze’ through the simultaneous objectification and deification of its heroines. In this paper I will draw on the ‘multiform’ discourse of game studies to suggest that Sucker Punch is illustrative of a new type of gaze—a multiform gaze.
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McKeown, C., Ng, J. “You have all the weapons you need” — Sucker Punch and the Multiform Gaze. Comput Game J 3, 54–63 (2014). https://doi.org/10.1007/BF03392359
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DOI: https://doi.org/10.1007/BF03392359