2006
DOI: 10.1386/jmpr.7.1.25/1
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High-performance play: The making of machinima

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Cited by 76 publications
(49 citation statements)
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“…Machinima communities have been established for multiple game engines and within these communities machinima is continuously developing and maturing technically and artistically. That is why we suggest to look at machinima as an emerging educational tool as well as artistic practice (Lowood 2006). Machinima fits many of the points suggested by the AAUW as it engages players to become media producers, express themselves creatively in the digital media format, and allows an enormous artistic freedom that can be exercised with improving technical mastery of the rather complex underlying game engine.…”
Section: Machinima and Emergent Game Playmentioning
confidence: 97%
“…Machinima communities have been established for multiple game engines and within these communities machinima is continuously developing and maturing technically and artistically. That is why we suggest to look at machinima as an emerging educational tool as well as artistic practice (Lowood 2006). Machinima fits many of the points suggested by the AAUW as it engages players to become media producers, express themselves creatively in the digital media format, and allows an enormous artistic freedom that can be exercised with improving technical mastery of the rather complex underlying game engine.…”
Section: Machinima and Emergent Game Playmentioning
confidence: 97%
“…Some even wrote Machinima beginners' books about their specific production knowledge (Hancock and Ingram, 2007;Marino, 2004) Despite the importance of domain knowledge, commercializing Machinima seemed to rely on the user entrepreneurs' ability to combine domain knowledge and experience with complementary assets. Users of video games approached animation production in new ways (Lowood, 2007;Marino, 2004) regarding their use of technical tools and cinematography, as Matt Kelland (MK) of Short Fuze commented. The crew at Short Fuze knew that there were important trade-offs when making animation with games or with user experience of gamers.…”
Section: Acquisition Of New Domain Knowledgementioning
confidence: 99%
“…Such productions often require the work of several professionals for a span of several months. On the other hand, In the last two decades, the availability of cheap or free animation tools and the advent of customisable game engines has produced a drastic change in the demography of the virtual film makers [14]. New forms of the film medium became popular, such as machinima or game replays, created by nonprofessional or semi-professional cinematographers or game players.…”
Section: Introductionmentioning
confidence: 99%