Alongside the theme of the mask, the book examines in equal depth the dual nature of the game world: oppositions, conflicts, inversions, mirrors, and arcs upon which both social processes and the script architecture of films are built. These elements are considered not as artistic devices, but as basic principles of the Game’s functioning, manifesting themselves equally on the screen and beyond it.
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The author combines a systematic analytical approach with practical experience of participation in game processes, including within the context of the film industry. For ethical and private reasons, a significant portion of this experience is not presented directly in the text; however, it is precisely this experience that forms the solid foundation of the entire analysis. All conclusions and observations in the book are not speculative: they rest on documented patterns, recurring structures, and verifiable correspondences between life and the screen.
“The Game Architecture of Cinema” is a book not about films as such, but about how, through cinema, the rules of the Game in which we already find ourselves become visible.