Abstract:This paper presents a study on a current phenomenon conceptualized as BioSpil, which brings interactivity and gaming into a cinema context. The study focused on two questions, namely in what way BioSpil can be called a game, and how it functions as a social game. The study applied an ethnographic approach. The analysis showed that BioSpil had a game-like character, but were, to a certain extent, in conflict with two of Calliois' categories that can define a game, namely being free and separate in time and spac… Show more
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