Gamification in Film: A Case Study of Narrative Diversification In “Black Mirror: Bandersnatch (2018)” Interactive Film
In the last few years, element gamification, which is an application that contains game design elements and the concept of its use outside of video game activities, has gained ground in various forms of media, especially those involving user interaction and response. In the field of multimedia, this concept is increasingly developing in the film industry, which is also known as an interactive film. This type of film can encourage the audience's involvement with gamification elements, and the audience can make decisions about the choices to be made. In addition, the film's narrative can change based on the choices made by the audience. A case study of certain scenes in the film titled “Black Mirror: Bandersnatch” (2018) will be done to find out how gamification elements can diversify the narrative of the film and the difference compared to linear film narratives that do not have gamification elements. Research on the gamification aspects of this film can offer valuable insights on how to make gamification-infused movies that work for audiences, particularly for professionals working in the multimedia and film industries.
Authors
- Che Wan Shamsul Bahri Che Wan Ahmad (ORCID: https://orcid.org/0009-0006-2632-1410)
- Mus’ab Khalili Rosli
- Muhammad Farhan Fauzan Masaat
Institutions
- Multimedia University (MY)
- University of Selangor (MY)
- Selangor Islamic University (MY)
Publication Details
- Journal
- e-Jurnal Penyelidikan dan Inovasi
- Published
- 2025-09-25
- DOI
- https://doi.org/10.53840/ejpi.v12i3.252
- Primary Topic
- Digital Games and Media
- Type
- article
- Field-Weighted Citation Impact
- 0.00