Games Without Frontiers
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Kristián Néky (FAV, Bakalárské Prezenčné Štúdium)
Masarykova univerzita Filosofická fakulta Ústav filmu a audiovizuální kultury Kristián Néky (FAV, bakalárské prezenčné štúdium) Stratégie spoločnosti Rooster Teeth v oblasti online video tvorby v rokoch 2003–2019 Bakalárska diplomová práca Vedúci práce: Mgr. Michal Večeřa, Ph.D. Brno 2019 Prehlasujem, že som pracoval samostatne a použil iba tu uvedené zdroje. V Brne dňa 20. 6. 2019 ......................................................... Kristián Néky Ďakujem Mgr. Michalovi Večeřovi, Ph.D. za všetky pripomienky, rady a trpezlivosť, ktoré mi venoval pri vedení tejto bakalárskej práce. Rád by som zároveň poďakoval svojej rodine a najbližším priateľom, ktorí mi boli vždy silnou oporou. OBSAH 1 ÚVOD ............................................................................................................................................... 5 1.1 PROBLEMATIKA ZDROJOV ...................................................................................................... 6 2 MACHINIMA AKO FOLKLÓRNA ANIMÁCIA NA PRELOME STOROČÍ .............................................. 8 2.1 POČIATKY FENOMÉNU MACHINIMA ...................................................................................... 8 2.2 QUAKE A CESTA KINEMATOGRAFIE VIRTUÁLNYCH PRIESTOROV KU ŠIROKÉMU INTERNETOVÉMU PUBLIKU............................................................................................................... 11 2.3 PÔVODNÁ DEMOSCÉNA ....................................................................................................... 16 2.4 POPULARIZÁCIA KINEMATOGRAFIE -
VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di -
Machinima As Digital Agency and Growing Commercial Incorporation
A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Megan R. Brown December 2012 © 2012 Megan R. Brown. All Rights Reserved 2 This thesis titled A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation by MEGAN R. BROWN has been approved for the School of Film and the College of Fine Arts by Louis-Georges Schwartz Associate Professor of Film Studies Charles A. McWeeny Dean, College of Fine Arts 3 ABSTRACT BROWN, MEGAN R., M.A., December 2012, Film Studies A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation (128 pp.) Director of Thesis: Louis-Georges Schwartz. This thesis traces machinima, films created in real-time from videogame engines, from the exterior toward the interior, focusing on the manner in which the medium functions as a tool for marginalized expression in the face of commercial and corporate inclusion. I contextualize machinima in three distinct contexts: first, machinima as historiography, which allows its minority creators to articulate and distribute their interpretation of national and international events without mass media interference. Second, machinima as a form of fan fiction, in which filmmakers blur the line between consumers and producers, a feature which is slowly being warped as videogame studios begin to incorporate machinima into marketing techniques. Finally, the comparison between psychoanalytic film theory, which explains the psychological motivations behind cinema's appeal, applied to videogames and their resulting machinima, which knowingly disregard established theory and create agency through parody. -
Giocare Con I Media: Il Fenomeno Machinima Nel Nuovo Panorama Mediatico
UNIVERSITA' DEGLI STUDI DI BOLOGNA FACOLTA' DI LETTERE E FILOSOFIA Corso di laurea in Cinema, televisione e produzione multimediale GIOCARE CON I MEDIA: IL FENOMENO MACHINIMA NEL NUOVO PANORAMA MEDIATICO Tesi di laurea in Semiotica del testo cinematografico e audiovisivo Relatore Presentata da Prof. Guglielmo Pescatore Valerio Sillari Correlatore Dott. Roberto Braga Sessione III Anno accademico 2007/2008 Indice Introduzione ______________________________________ p. 6 Capitolo 1 Cosa è machinima 1.1 Un primo sguardo al fenomeno ____________________________ p. 10 1.2 Machinima: istruzioni per l’uso _____________________________ p.13 1.3 Dai videogame a machinima: una storia recente_______________ p. 18 Capitolo 2 Machinima e media 2.1 Machinima e il mondo dei media ___________________________ p. 29 2.2 Machinima, ultimo “rimedio” ai mezzi di comunicazione _________ p. 30 2.3 Mod Remediation : come machinima si appropria degli altri media _ p. 38 2.4 Giocare con i media: tra machinima e forme mediali tradizionali __ p. 44 2.5 Machinima ed il cinema: un falso mito ______________________ p. 46 2.6 Serialità e machinima: tra imitazione e rivoluzione _____________ p. 55 2.7 Video senza nome, il cuore machinima ______________________ p. 65 Capitolo 3 Gli utenti machinima 3.1 L’utente 2.0: quando convergenza e nuove idee si incontrano ____ p. 76 3.2 Tra arte e punteggio record: L’utente-giocatore _______________ p. 90 3.3 Un bazar elettronico: il caos costruttivo dei machinima ________ p. 100 Capitolo 4 Il gioco si fa serio 4.1 Odi et amo : il rapporto dei media verso l’emergere dei machinima p. -
March 15, 2009)
Transformative Works and Cultures, special issue on Games as transformative works, No. 2 (March 15, 2009) Editorial Rebecca Carlson, Games as transformative works Praxis Robertson Allen, The Army rolls through Indianapolis: Fieldwork at the Virtual Army Experience Rebecca Carlson, "Too Human" versus the enthusiast press: Video game journalists as mediators of commodity value Casey O'Donnell, The everyday lives of video game developers: Experimentally understanding underlying systems/structures Mark Chen, Social dimensions of expertise in "World of Warcraft" players Michael Robert Underwood, The friends that game together: A folkloric expansion of textual poaching to genre farming for socialization in tabletop role-playing games Anastasia Marie Salter, “Once more a kingly quest”: Fan games and the classic adventure genre Kevin Driscoll & Joshua Diaz, Endless loop: A brief history of chiptunes Symposium Will Brooker, Maps of many worlds: Remembering computer game fandom in the 1980s Thien-bao Thuc Phi, Game over: Asian Americans and video game representation Braxton Soderman, Intrinsic motivation: "flOw," video games, and participatory culture Rebecca Bryant, "Dungeons & Dragons": The gamers are revolting! Amanda Odom, An examination of living through enjoyment: Live-action role-play Joe Bisz, The birth of a community, the death of the win: Player production of the “Middle-earth Collectible Card Game” Julia Beck & Frauke Herrling, Playing Sue Interviews Geoffrey Long, Interview with Paul Marino Clara Fernández-Vara, Interview with Doris C. Rusch TWC Editor, Interview with Tony O’Driscoll TWC Editor, Diane E. Levin: Child’s play as transformative work Reviews John Finlay Kerr, "Second person: Role-playing and story in games and playable media," edited by Pat Harrigan and Noah Wardrip-Fruin Gina Serafin-Persson, "Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming," edited by Yasmin B. -
Machinima Quando Fare Cinema Diventa Un Gioco Di Valerio Sillari
Machinima Quando fare cinema diventa un gioco di Valerio Sillari In una puntata della serie televisiva South Park , intitolata Make love not Warcraft , i protagonisti del cartone Stan, Kyle, Eric e Kenny, si trovano catapultati nell’universo di World of Warcraft (Blizzard Entertainment, USA, 2004), uno dei più famosi videogiochi di ruolo online degli ultimi anni. Pronti a tutto pur di salvare il mondo virtuale del gioco dalla completa distruzione, essi passano intere settimane davanti allo schermo del computer, arrivando ad annullare completamente le proprie vite pur di sconfiggere un utente che sta mettendo in crisi la sopravvivenza del videogioco stesso. Con questo episodio Trey Parker e Matt Stone, autori della serie televisiva, portano sul piccolo schermo il recente fenomeno dei videogiochi utilizzabili via internet, i cosiddetti MMORPG (Massive Multiplayer Online Role-Playing Game ), secondo lo stile con cui da sempre hanno esorcizzato pratiche e abitudini della società contemporanea americana. Ma oltre a offrire una parodia dissacrante e cinica del mondo dei videogame, Make love not Warcraft si contraddistingue soprattutto per l’uso massiccio di immagini create al computer, le quali ricalcano l’ambientazione grafica e le sembianze dei personaggi del videogame. Circa metà dell’episodio è infatti presentato all’interno del mondo di World of Warcraft , in cui i protagonisti di South Park , da sempre legati a un tratto grafico elementare e a due dimensioni, vengono mostrati sulla scena attraverso i personaggi che utilizzano nel gioco, i propri avatar. La scelta di ambientare la storia all’interno di un videogioco, o meglio di utilizzare lo stile e le caratteristiche della computer graphic di World of Warcraft per ricreare un set dove far muovere vari personaggi secondo una storia ben precisa, è perfettamente adatta alla vicenda narrata. -
From Game to Play Curiosity, Innovation & Entrepreneurship in Online Communities
Research Collection Doctoral Thesis From game to play curiosity, innovation & entrepreneurship in online communities Author(s): Jäger, Peter Michael Publication Date: 2010 Permanent Link: https://doi.org/10.3929/ethz-a-006473550 Rights / License: In Copyright - Non-Commercial Use Permitted This page was generated automatically upon download from the ETH Zurich Research Collection. For more information please consult the Terms of use. ETH Library Diss. ETH N° 19 371 FROM GAME TO PLAY CURIOSITY, INNOVATION & ENTREPRENEURSHIP IN ONLINE COMMUNITIES A dissertation submitted to ETH Zurich for the degree of Doctor of Sciences presented by Peter Michael Jäger Dipl.-Ing. University of Stuttgart born March 24, 1979 citizen of Germany Accepted on the recommendation of Prof. Dr. Georg F. von Krogh Prof. Dr. Elgar Fleisch 2010 For my parents, Simon and all those friends that made Zurich my new home ACKNOWLEDGEMENTS Completing a work like this does not only involve time and passion but to a significant extent the sup- port and companionship of friends and family. Working with colleagues who are at the same time friends makes the experience even more pleasurable. My first thanks go to Prof. Georg von Krogh who made all this possible. While constantly encouraging and motivating ambitious research, he also exerted the gentle pressure that is needed to eventually finalize a dissertation and achieve the goal set. Throughout my time at his chair I always got advice from a friend and never the order of a superior that I highly appreciate. I sure hope this friendship will endure the many years to come. I also would like to express my thanks to Prof. -
Philos Template PDF Generator
The author of this informative study explores the Unleashed! Players question of what happens when players practise media and negotiate computer code, various ideologies, Players Unleashed! matters media and the game itself by modding (modifying) The Sims, the bestselling computer game of all time. Modding The Sims and Sihvonen examines the technical and material specificities ofThe Sims mods, as well as their the Culture of Gaming matters cultural context. Viewed as a manifestation of participatory culture, modding makes pc games malleable: players reconfigure the game by creating new content, changing the behaviours of game characters and altering the uses of the game engine. Using a semiotic framework, Sihvonen suggests a signification process that includes interpretation, configuration, reworking and redirection with the game system and rules. sihvonen tanja From its historical roots in shooters and text ad- venture games, the author bares the fascinating evolution and dynamics of modding, where gen- der stereotypes, the thrills of hacking and living the Sims’ American Dream intersect with the aesthetic and operational dimensions of mod- ding. Dr. Tanja Sihvonen is researcher in computer games, play and digital culture. ‘Players Unleashed! is a thought provoking and well- argued reconstruction of the history of digital games and the role of player modifications to such artifacts. Focusing on the wide-ranging universe of mods for the best selling game The Sims, Sihvonen presents a cogent and persuasive argument for the importance of -
Official Event Programme
MACHINIMA MACHINIMA MACHINIMA MACHINIMA EUROPE MACHINIMA FESTIVAL EUROPE 07 12-14 OCTOBER 2007 Official event programme Machinima (mah-sheen-eh-ma) Machinima exists at the convergence of filmmaking, animation and video game technology. Machinima is the art of filmmaking inside a real-time, 3D virtual environment such as a virtual world or a videogame. Machinima relies on easily accessible and affordable tools, it democratises filmmaking, allowing a new generation of independent filmmakers to practice live-action cinematography within an animated virtual space (source: Academy of Machinima Arts and Sciences). © THESTUDIO Marketing Department, De Montfort University. October 2007 (DMU749) All rights reserved. A welcome from the Festival Manager Building on the success of Machinima festivals hosted by the Academy of Machinima Arts and Sciences in the USA over the MACHINIMA FESTIVAL EUROPE 07 last four years, we are delighted to present to you the first European festival, Machinima Festival Europe 07. Although a relatively new genre in filmmaking, being just ten years old, Machinima is rapidly establishing itself as the way to make a film for thousands of artists around the World. Machinima Festival Europe 07, the first Machinima festival in Europe, is presented by the Institute of Creative Technologies at De Montfort University (DMU) and the Academy of Machinima Arts and Sciences. Our programme aims to provide you with an insight into the latest techniques in filmmaking and animation using virtual worlds and games technologies used by top ‘machinimators’. The works you will see over the weekend include pieces nominated for our Festival awards by a prestigious panel of judges. -
Modding As Rating Behavior in Virtual Communities: the Case of Rooster Teeth Productions
Modding as rating behavior in virtual communities: The case of Rooster Teeth Productions Stefan Haefliger, Philip Reichen, Peter M. Jäger, Georg von Krogh, ETH Zurich, Department of Management, Technology and Economics, Kreuzplatz 5, 8032 Zurich, Switzerland {shaefliger, philipreichen, pejaeger, gvkrogh}@ethz.ch Abstract. Virtual communities that make use of social network site features blend known applications of virtual communities. These communities can be simultaneously social and commercial, organization sponsored and heavily relying on member interaction. We explore modding behavior that allows members to evaluate other members’ contributions both with numerical value and qualitative rating. We show that approximately half of all members received mods on their comments, that the majority of mods given were positive, and that the amount of mods received for a comment was related to the position of the comment in the community website’s thread. Contributing to the emerging literature of social network sites and virtual communities, we discuss implications for theory, future research and management. Keywords: Virtual Communities, Communities of Consumption, Social Network Sites, Machinima. 1 Introduction In a recent MIT Sloan Management Review article, Bernoff and Li (2008) suggested “People are connecting with one another in increasing numbers, thanks to blogs, social networking sites like MySpace and countless communities across the Web. Some companies are learning to turn this growing groundswell to their advantage.” With close to one billion1 people connected to the Internet, firms not only face unprecedented opportunities but also considerable threats in such a digital economy. Numerous firms have set up “virtual communities,” a term coined by Rheingold (1993). These communities are, mostly but not exclusively, online spaces in which customers and non-customers can interact with the firm and each other. -
Modding the Sims and the Culture of Gaming
TURUN YLIOPISTON JULKAISUJA ANNALES UNIVERSITATIS TURKUENSIS SARJA – SER. B OSA – TOM. 320 HUMANIORA Players Unleashed! Modding The Sims and the Culture of Gaming By Tanja Sihvonen TURUN YLIOPISTO Turku 2009 TURUN YLIOPISTON JULKAISUJA ANNALES UNIVERSITATIS TURKUENSIS SARJA – SER. B OSA – TOM. 320 HUMANIORA Players Unleashed! Modding The Sims and the Culture of Gaming By Tanja Sihvonen TURUN YLIOPISTO Turku 2009 ISBN 978-951-29-3940-4 (PRINT) ISBN 978-951-29-3941-1 (PDF) ISSN 0082-6987 Uniprint – Turku, Finland 2009 PREFACE I INTRODUCTION: TINKERING WITH THE SIMS 1.1. Theory and practice of modding………………………....…………..1 1.1.1. The exceptionality of The Sims ………………………….........…..………..1 1.1.2. The game industry context………………..…………………....………...12 1.1.3. Tackling the diversification of gameplay……………….….....………...18 1.1.4. Potentiality and actuality of games …………………….......……………22 1.2. Framework of this study……………………………………………..29 1.2.1. Digital games in the circuits of capital and culture…….........................29 1.2.2. Research on play, games, and media……………………………………34 1.2.3. Structure of this work……………………………………………………..42 II MODDING AS CULTURAL AND COMMERCIAL APPROPRIATION 2.1. Game modding and participatory culture…………………………49 2.1.1. Basics of modding…………………………………………………………49 2.1.2. Towards an axiology of participatory culture………………………….54 2.1.3. Levels of engagement……………………………………………………..59 2.1.4. Involving players in game development………………………………..66 2.2. Modding in the history of games…………………………………...73 2.2.1. The ‘shooter’ history of modding………………………………………..73 2.2.2. Toolkits, construction kits and the malleability of text………………..79 2.2.3. Hacking together the action game history………………...……………85 2.2.4. -
Clive Thompson the Xbox Auteurs
Clive Thompson The Xbox Auteurs How Michael Burns and his fellow tech-savvy cineastes are making movies set entirely inside video games Like many young hipsters in Austin, Texas, Michael Burns wanted to make it big in some creative ‹eld—perhaps writ- ing comedy scripts in Hollywood. Instead, he wound up in a dead-end job, managing a call center. To kill time, he made friends with a group of equally clever and bored young men at the company where he worked, and they’d sit around talking about their shared passion: video games. Their favorite title was Halo, a best-selling Xbox game in which players control armor-clad soldiers as they wander through gorgeous coastal forests and grim military bunkers and ‹ght an army of lizardlike aliens. Burns and his gang especially loved the “team versus team” mode, which is like a digital version of paintball: instead of ‹ghting aliens, players hook their Xboxes to the Internet and then log on together in a single game, at which point they assemble into two teams— red-armored soldiers versus blue-armored ones. Instead of shooting aliens, they try to slaughter one another, using grenades, machine guns, and death rays. On evenings and weekends, Burns and his friends would cluster around their 54 /New York Times Magazine/ TVs until the wee hours of the morning, gleefully blowing one another to pieces. “Halo is like crack,” Burns recalls thinking. “I could play it until I die.” Whenever a friend discovered a particularly cool stunt inside Halo—for example, obliterating an enemy with a new type of grenade toss—Burns would record a video of the stunt for posterity.