From movie-style marketing to business as usual: The use of cinema(tic) in games promotion 1990-1999

This paper uses ProQuest’s Entertainment Industry Magazine Archive (EIMA) to explore the use of the term ‘cinematic’ in games promotion in the decade 1990–1999. It offers a clear platform for linguistically aligned archival studies and charts the use of terminology as it emerged and changed within the period of study. Adding nuance to claims that the 1990s saw promotional convergence between games and film, this paper uses a language-oriented archival methodology to highlight how the notions of industrial convergence may be seen as incremental developments rather than sudden shifts in promotional discourse. In exploring how game promotion used terms associated with and emerging from the cinema, the paper maps the ways in which games promotion solicited and distinguished itself from a competing industry, drawing attention to the complexities of mediatised convergence and public versus industrial discourse. In highlighting and extrapolating key moments within the corpus, this paper identifies several areas of future study and serves as a call for further study into games promotion.

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Publication Details

Journal
Convergence The International Journal of Research into New Media Technologies
Published
2025-12-07
DOI
https://doi.org/10.1177/13548565251404973
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

From movie-style marketing to business as usual: The use of cinema(tic) in games promotion 1990-1999

Ed Vollans
Convergence The International Journal of Research into New Media Technologies
Digital Games and Media
article

From movie-style marketing to business as usual: The use of cinema(tic) in games promotion 1990-1999

Ed Vollans
article en

Abstract

This paper uses ProQuest’s Entertainment Industry Magazine Archive (EIMA) to explore the use of the term ‘cinematic’ in games promotion in the decade 1990–1999. It offers a clear platform for linguistically aligned archival studies and charts the use of terminology as it emerged and changed within the period of study. Adding nuance to claims that the 1990s saw promotional convergence between games and film, this paper uses a language-oriented archival methodology to highlight how the notions of industrial convergence may be seen as incremental developments rather than sudden shifts in promotional discourse. In exploring how game promotion used terms associated with and emerging from the cinema, the paper maps the ways in which games promotion solicited and distinguished itself from a competing industry, drawing attention to the complexities of mediatised convergence and public versus industrial discourse. In highlighting and extrapolating key moments within the corpus, this paper identifies several areas of future study and serves as a call for further study into games promotion.

Convergence The International Journal of Research into New Media Technologies
University of Leicester (GB)
Openalex Percentile: Top 52%
Digital Games and Media
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