Faced with the challenge of including computers, video games, the internet, and the imagined realm of "cyberspace" in their films, filmmakers have developed a variety of methods for depicting the new digital technologies. Below I have attempted to outline some of the methods I have observed with which internet and video game films bring their subject technologies into the frame. The identification process is ongoing and was undertaken in order to focus my attention on moments in these films when the boundary between the photographic and the digital are blurred, obscuring the occasional abandonment of the frame of the filmstrip for bitmapped dimensionality. As it is primarily an observational exercise, the list should be considered an incomplete theoretical taxonomy rather than a closed definition.
Hopefully you will find that the list functions like a push in: locating the digital screen, focusing on it, moving to close-up, and eventually pushing through to an imagined electronic environment. Such a push shot rhymes with the meta-narrative of cinema's incorporation of digital technologies and actually appears in many interfacing films (as demonstrated by the clip which concludes this post which, like the other illustrations, is from Iain Softley's Hackers (1995)).
1)Mise-en-scene
- frames in frames
- digital screens are located within the shot
2)Frame shot
- includes a mise-en-abyme frame
- also used when interfacing with tv, theater, and film
- generally occurs in a pov shot
3) Interfacing
- often a pov shot
- an equalizing substitution of one screen for the other
- alters the heritage of the on-screen image
- may be cropped due to aspect-ratio conflict
- may be photographic (camera masks interface) or digital (computer animation)
- often presents an imaginatively animated approximate to actual computer interfaces

Interfacing is marked by the focus of the camera-eye on a diegetic screen, substituting the diegetic screen for the film's own. In interfacing with film or television, for example at the Proletariat Theater in Vertov's Man With a Movie Camera (1929), the interface presents the mise-en-abyme of receding layers of photographic space. In interfacing with computers or video games, however, interfacing cedes the photographic to the digital; the properties of digital rendering and the fixed frame of the computer screen or game console supersede filmic techniques of point-of-view, pan, track, zoom, etc.
In some instances of interfacing the camera records the digital screen, revealing in the process its shape, the glare it reflects from other objects in the room, or the pixels which construct its image. In other instances of interfacing, the entire contents of the frame are digitally produced. While it is often hard for me to discern the distinction between digital depiction and photographic recording of a screen, in either case the heritage of the image is ultimately aligned with the former rather than the latter. Beyond this change in the heritage of the image, I believe that there exists an important distinction between a filmed screen, the processes related to which remain aligned with traditional film ontology, and a digitally produced environment, the processes related to which posit a momentary revision to traditional film ontology.
4)Close-up POV or Zoom Interface
- utilizes cinema techniques of zoom and, occasionally, pan in a pov shot
5) Digital animation
- animated digitally, often emulating cinema techniques (zoom, pan, tracking and crane shots)
- depicts "cyber space," imaged physical space beyond the interface
The conceptualizations of cyberspace on film can be expanded into a much longer entry. Here I will simply note two standard visual metaphors for cyberspace: the tunnel and the city. The tunnel metaphor depicts the hacker as penetrating a digital environment, often overcoming obstacles and blockages in order to force foreign systems into submission. The city metaphor is modeled on the physical appearance of circuit boards and their rhyme with an overhead view of a city. These are not the only metaphors, nor are they mutually exclusive. Further, both regularly contain "information" in the form of equations (E=mc2 makes a frequent appearance) floating in a digital ether, itself another standard image of cinematic cyberspace. Hacking scenarios also often employ metaphors of virus which sometimes expand upon the sexual conception of penetrating another computer or signify associatively with contemporaneous medical concerns (for example, AIDS or cancer).
Hypothesis: Narrativizing the role of emergent technologies pushed filmmakers to include digitally rendered animation, especially in the depiction of the imagined, spacial "cyberspace." The technophilic co-emergence of digital animation and internet narratives therefore often occasioned the abandonment, if only momentary, of the photographic in favor of the digital, anticipating a move to a more comprehensively digital medium.
Each of the above methods of depiction occurs within the following 38 second clip from Hackers, as do examples of the tunnel and city metaphors.
(Please note that when played in the blog the clip is off center, cutting off the rightmost area of the frame. To view without the irksome cropping, click on the video. A new window or tab will open to the video at youtube.com.)