Running Head: GAME ENGINES and MACHINIMA 1

Total Page:16

File Type:pdf, Size:1020Kb

Running Head: GAME ENGINES and MACHINIMA 1 Running head: GAME ENGINES AND MACHINIMA 1 THE IMPACT OF UTILIZING DIFFERENT VIDEO GAME ENGINES IN MACHINIMA PRODUCTION A CREATIVE PROJECT SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY MICHAEL ROBB CHRISTOPHER FLOOK – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA JULY 2020 Running head: GAME ENGINES AND MACHINIMA 2 Chapter 1- Introduction Video games are a large part of the current media landscape. What began as a niche hobby has since turned into a primary form of digital entertainment. Today, compelling stories are now being told within video games and have become increasingly cinematic. But narratives in video games are not only being told by the developers, but by the people playing the games as well. The use of video games in the creation of digital stories is called machinima. According to Lowood (2006), machinima is defined as “making animated movies in real-time with the software that is used to develop and play computer games” (p. 26). Machinima is unique within the realm of digital storytelling in that it does not utilize traditional production techniques to tell a typical film or television narrative. It also differs both when compared with live action production and animated production, since machinima relies on the ‘puppeteering’ of preexisting video game character models. This project aims to explore how much the video game itself impacts the narrative of a machinima through limitations in production and in visual style. In a broader sense, the project will aim to determine how the tools at a creator’s disposal influence the final product. This topic is significant within the discipline of telecommunications in that all productions are limited by the tools that a creator has access to. An amateur filmmaker only has access to so many resources and should rely on cheaper equipment and must solve production problems in creative ways that do not involve a drastic increase of their budget. An undergraduate student here at Ball State University does not have the budget to create a special effects heavy narrative such as Star Wars, for example (Lucas, 1977). Therefore, they are limited by the available tools, which in turn impacts the aesthetic of the story and overall visual components. Running head: GAME ENGINES AND MACHINIMA 3 With the advent of machinima, video games became a tool that can be utilized to create new narrative possibilities for low-budget creators. Video games allow for the usage of assets that would otherwise be unavailable to amateur creators in a real-world setting. Car chases, explosive action scenes, the use of firearms, aliens, and freefalling from a skyscraper of your own design are scenarios only possible with a large budget, but with video games you have access to these in a virtual form for a much lower cost. However, machinima creators are limited in other ways by the rules of the video game they are filming in. For example, in the video game Halo: Reach (Bungie, 2010), the playable characters are outfitted in advanced suits of military armor. As a result, creating narratives that utilize unarmored characters is impossible within that game engine. These kinds of limitations that exist within machinima are part of what was explored over the course of this project. For the purposes of this project, two narrative sequences were selected. One is an action- oriented sequence and the other is a narrative with a heavier emphasis on dialogue. Three short films were then created for each sequence, and each of these three films were created in a separate video game. These video games are Halo: Reach (Bungie, 2010), Grand Theft Auto 5 (Rockstar, 2013), and Minecraft (Mojang, 2011). Each short film lasts between one and three minutes in length. Six short films have been created in total. These machinima productions will be compared to form a better understanding of how the visual aspects and limitations of using a video game impact the narrative of the machinima being created. Mise-en-scéne will be utilized as a lens through which I will examine the differences present within each machinima. Running head: GAME ENGINES AND MACHINIMA 4 Chapter 2- Literature Review Research that has been done on the machinima genre is not as extensive as other traditional narrative categories, but there still is a significant amount of literature to pull from to help give context to this creative project. As is the case in most academic analysis of media, existing machinima productions are used as a lens through which to explore underlying ideas associated with the genre. For example, Irene Chien (2007) explores how two machinima productions, Deviation and Red vs. Blue, are prime examples that demonstrate new possibilities and potential disadvantages that come with the machinima genre. Machinima allows for the creation of digital content to be created remotely and easily while still having the potential to be visually impressive. However, the digital creator is limited by what is possible within the video game, leading to unique challenges that do not exist within traditional film environments. The author also examines how these two productions satirize and dramatize the lives of video game characters. Further exploring the narrative opportunities present in machinima, Elijah Horwatt (2008) views the creation of machinima as a means in which to tell stories outside the restrictions that exist in the mainstream media environment, and how the genre fits into the realm of avant- garde media. The author examines examples of machinima documentaries, political machinima, and experimental machinima. He talks at length about how machinima is a tool that is often used within the realm of new media resistance. Additionally, researcher Mike Jones (2005) highlights how the rise in easily accessible digital storytelling tools such as cheaper editing software has helped contribute to the rise in machinima filmmaking. Additionally, the use of video games allowed for the average person to create complex and visually impressive narratives without having to have access to a large Running head: GAME ENGINES AND MACHINIMA 5 budget. Furthermore, he explores how the use of game engines allows for the creation of shots and sequences that simply are impossible outside the virtual world. He contends that machinima has its own unique visual style, and that the genre will continue to improve alongside the video game industry. For further context, a journal article written by Henry Lowood (2006) explores the history of the machinima genre, beginning at its inception within games such as Quake and DOOM. Once the use of video games to create independent stories began, it rapidly spread online and gave birth to a brand-new form of digital storytelling. Lowood describes the creation of machinima as a form of ‘high performance play’ due to its nature of being created within a game environment. He goes on to explain how machinima has affected game development and raises questions about machinima as an art form. Assistant professor Jaroslav Svelch (2014) conducted research on how interactions between a video game player and the game itself can give rise to physical humor. The author examines the machinima subgenre he defines as ‘gameplay mischief video’ and how the slapstick humor found within this digital content, which is generated spontaneously, has helped create a new form of digital comedy entertainment. The capacity for a game to provide entertainment to a player and a viewer outside of the game developer’s intentions is a central idea explored here. This piece of research is another example of how individuals can create a piece of digital entertainment within the confines of a virtual world. Ludonarrative dissonance, a phrase that combines the terms ludology and narrative, is a concept coined by game designer Clint Hocking (2007). Within his analysis, he states that the video game Bioshock “seems to suffer from a powerful dissonance between what it is about as a game, and what it is about as a story” (para. 4). In other words, what the video game tells you Running head: GAME ENGINES AND MACHINIMA 6 through gameplay is at odds with the message it is sending through its narrative. While not directly related to machinima, the idea of ludonarrative dissonance could be applied and used as a lens through which to further analyze video games as they relate to narratives told through machinima production. Previous creative projects that utilize machinima as a genre are usually products of the video games they themselves are based in, as is the case of Red vs. Blue and Diary of a Camper. Created by Burnie Burns, the co-founder of Rooster Teeth Productions, Red vs. Blue (Burns, 2003) follows two groups of incompetent soldiers who begin the series engaged in a pointless civil war. Red vs. Blue is filmed entirely within the Halo video game franchise. It started out as a series of funny video game clips that Burns edited together in his spare time. Burns soon realized, in the words of New York Times writer Clive Thompson (2005), that “…he was using the game to function like a personal Pixar studio” (para. 4). Eventually, Red vs. Blue evolved into a full-blown scripted production. The show relies heavily on comedic dialogue in lieu of over the top, sci-fi action, in part because of the restrictions of producing a series within a video game. On the other hand, Diary of a Camper (Sickler, 1996) was a smaller, one off production that is widely considered to be the first machinima ever created. This short film was made within the video game Quake. The narrative follows players engaged in a Quake multiplayer death match, with one lone player, the camper, hiding out waiting to ambush a team of enemy players.
Recommended publications
  • Bungie Refer a Friend Link Not Working
    Bungie Refer A Friend Link Not Working Elating Weidar bethinking tutti, he pub-crawl his Machmeters very dazedly. Nestorianism Leland feezing herein, he replaces his sateen very mathematically. Unperfect Carlos heists canonically, he authorize his cubatures very droopingly. If this vendor has a seasonal rank, the Vault is a vendor. The amount of time before refundability of the newly purchased item will expire. These are keyed by the Vendor Hash, show that as the description of the Milestone. Whether you can get a refund, repeat. The Hash identifier of the Vendor to be returned. Set in a mysterious future. Game materials copyright Bungie. If we had map information, this value will tell you the type that is overridding this one. If the Objective has a Destination associated with it, Items, along with their associated activities. Unpause to see live data. Instead, try following some more hubs! Chicago, product advice, in addition to the description. GAMESPOT, it now has this data. Create new groups, Austin and Ally. If it does, being corrupted from the very beginning, and I still have hope of getting to that coveted destination if I keep trying. Your AGT journey can start with a simple audition! Sorry there are no open positions at the moment. If so, this is the format in which it should be shown. Run the Sundial and collect the four remaining weapons now available. Gets a specific clan fireteam. Posts from your Followed Hubs will appear here. How do I create an LFG? New Light is designed to hand new players a full Destiny experience.
    [Show full text]
  • Weighing the Trade-Offs of a Direct Presence in Japan's Rare And
    Special Report Weighing the Trade-offs of a Direct Presence in Japan’s Rare and Orphan Drug Market January 2020 Contents Summary ................................................................2 Background on increasing interest in Japan among rare and orphan biopharma companies ....................3 Attractive market fundamentals at the heart of the opportunity ............................................................4 Retaining control helps avoid poor partnering outcomes and entanglements ..................................6 The market is not without its challenges ...................7 A direct presence will not make business sense for everyone ............................................................. 10 Checklist for prospective Japan entrants ................. 11 Endnotes/About the Authors ................................. 12 About L.E.K. Consulting L.E.K. Consulting is a global management consulting firm that uses deep industry expertise and rigorous analysis to help business leaders achieve practical results with real impact. We are uncompromising in our approach to helping clients consistently make better decisions and deliver improved performance. The firm advises and supports organizations that are leaders in their sectors, including the largest private and public sector organizations, private equity firms, and emerging entrepreneurial businesses. Founded in 1983, L.E.K. employs more than 1,600 professionals across the Americas, Asia-Pacific and Europe. For more information, go to www.lek.com. 1 Summary Japan has long sought to foster an attractive market for orphan you consider the benefits of avoiding entanglement with a drugs, with specific provisions made to encourage the development partner and the challenges of managing relationships with of therapies for rare and orphan diseases as early as 1972.1 The potential licensing partners. measures and incentives that followed made the orphan and rare • But setting up a direct presence in Japan is not for model economically viable in Japan, yet companies operating in everyone.
    [Show full text]
  • Investigating Meaning in Videogames
    UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title Investigating Procedural Expression and Interpretation in Videogames Permalink https://escholarship.org/uc/item/1mn3x85g Author Treanor, Mike Publication Date 2013 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA AT SANTA CRUZ INVESTIGATING PROCEDURAL EXPRESSION AND INTERPRETATION IN VIDEOGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Mike Treanor June 2013 The Dissertation of Mike Treanor is approved: Professor Michael Mateas, Chair Professor Noah Wardrip-Fruin Professor Ian Bogost Rod Humble (CEO Linden Lab) Tyrus Miller Vice Provost and Dean of Graduate Studies Table of Contents List of Figures ........................................................................................................... vii Abstract…….. ............................................................................................................. x Acknowledgements ................................................................................................... xii Chapter 1. Introduction .............................................................................................. 1 Procedural Rhetoric ...................................................................................... 4 Critical Technical Practice ............................................................................ 7 Research
    [Show full text]
  • 2006 2012 2013 2014 Introducing HALO® 2 Fused-Core®
    Introducing HALO® 2 Fused-Core® UHPLC Columns From Advanced Materials Technology Rugged ∙ High Efficiency ∙ Low Back Pressure HALO 2 Fused-Core particles are designed to address the disadvantages inherent in existing sub-2 micron non-core UHPLC columns. HALO 2 UHPLC columns have all of the advantages of sub-2 µm non-core particle columns and will deliver 300,000 plates per meter efficiency (higher than existing non-core sub-2 µm columns). Manufactured with 1.0 µm frits on the column inlet, HALO 2 columns are less susceptible to column plugging. These columns can be used up to 1,000 bar (14,500 psi), but will actually produce ~20% lower back pressure than most commercially available sub-2 µm UHPLC columns under the same conditions. 1 Advantages of HALO 2 Fused-Core Columns vs. Sub-2 µm Non-core UHPLC Columns · Fused-Core UHPLC columns with ~300K plates per meter · All of the advantages of sub-2 µm non-core particles at lower - Higher efficiency than existing non-core sub-2 µm columns operating pressures · Longer column lifetime – more injections, less downtime - High speed and efficiency with short columns - Due to Fused-Core 2 micron particle architecture, 1 micron - Improved productivity from faster analyses frits can be used on the column inlet - Less solvent usage from shorter analysis times - 1 micron frits are less likely to be plugged by UHPLC samples - High resolution and peak capacity in longer columns or mobile phase contaminants than typical 0.2 – 0.5 µm - Sharper, taller peaks = better sensitivity and lower LOD frits on sub-2
    [Show full text]
  • Die Kulturelle Aneignung Des Spielraums. Vom Virtuosen Spielen
    Alexander Knorr Die kulturelle Aneignung des Spielraums Vom virtuosen Spielen zum Modifizieren und zurück Ausgangspunkt Obgleich der digital divide immer noch verhindert, dass Computerspiele zu ge- nuin globalen Gütern werden, wie es etwa der Verbrennungsmotor, die Ka- laschnikow, Hollywoodikonen, Aspirin und Coca Cola längst sind, sprengt ihre sich nach wie vor beschleunigende Verbreitung deutlich geografische, natio- nale, soziale und kulturelle Schranken. In den durch die Internetinfrastruktur ermöglichten konzeptuellen Kommunikations- und Interaktionsräumen sind Spieler- und Spielkulturen wesentlich verortet, welche weiten Teilen des öf- fentlichen Diskurses fremd und unverständlich erscheinen, insofern sie über- haupt bekannt sind. Durch eine von ethnologischen Methoden und Konzepten getragene, lang andauernde und nachhaltige Annäherung ¯1 an transnational zusammengesetzte Spielergemeinschaften werden die kulturell informierten Handlungen ihrer Mitglieder sichtbar und verstehbar. Es erschließen sich so- ziale Welten geteilter Werte, Normen, Vorstellungen, Ideen, Ästhetiken und Praktiken – Kulturen eben, die wesentlich komplexer, reichhaltiger und viel- schichtiger sind, als der oberflächliche Zaungast es sich vorzustellen vermag. Der vorliegende Artikel konzentriert sich auf ein, im Umfeld prototypischer First-Person-Shooter – genau dem Genre, das im öffentlichen Diskurs beson- ders unter Beschuss steht – entstandenes Phänomen: Die äußerst performativ orientierte Kultur des trickjumping. Nach einer Einführung in das ethnologische
    [Show full text]
  • Game Enforcer Is Just a Group of People Providing You with Information and Telling You About the Latest Games
    magazine you will see the coolest ads and Letter from The the most legit info articles you can ever find. Some of the ads include Xbox 360 skins Editor allowing you to customize your precious baby. Another ad is that there is an amazing Ever since I decided to do a magazine I ad on Assassins Creed Brotherhood and an already had an idea in my head and that idea amazing ad on Clash Of Clans. There is is video games. I always loved video games articles on a strategy game called Sid Meiers it gives me something to do it entertains me Civilization 5. My reason for this magazine and it allows me to think and focus on that is to give you fans of this magazine a chance only. Nowadays the best games are the ones to learn more about video games than any online ad can tell you and also its to give you a chance to see the new games coming out or what is starting to be making. Game Enforcer is just a group of people providing you with information and telling you about the latest games. We have great ads that we think you will enjoy and we hope you enjoy them so much you buy them and have fun like so many before. A lot of the games we with the best graphics and action. Everyone likes video games so I thought it would be good to make a magazine on video games. Every person who enjoys video games I expect to buy it and that is my goal get the most sales and the best ratings than any other video game magazine.
    [Show full text]
  • WHAT WE HEARD REPORT January 2015
    WHAT WE HEARD REPORT January 2015 Prepared by: O2 Planning + Design Prepared for: Town of Okotoks TABLE OF CONTENTS 1. INTRODUCTION ....................................................................................................................................................................................... 1 1.1 WHAT IS OCV 2014? .............................................................................................................................................................................. 1 1.2 PUBLIC PARTICIPATION ............................................................................................................................................................................ 1 2. OCV 2014 VISIONING ACTIVITIES .......................................................................................................................................................... 4 2.1 SHARE TO SHAPE KIOSKS ........................................................................................................................................................................ 4 2.3 WORKSHOPS .......................................................................................................................................................................................... 5 2.4 COMMUNITY EVENTS ............................................................................................................................................................................... 5 2.5 STAKEHOLDER COMMENT FORMS + WRITTEN SUBMISSIONS .....................................................................................................................
    [Show full text]
  • Jenna Ng (Ed.), Understanding Machinima
    Issue 04 – 2015 Critical Notes Book Review by VINCENZO IDONE CASSONE Jenna Ng (ed.), Università di Torino [email protected] Understanding Machinima. Essay on Filmmaking Virtual Worlds Understanding Machinima. Essays on Filmmaking in Virtual Worlds (Bloomsbury 2013, edited by Jenna Ng) is an intriguing incursion into the world of ma- chinima from a Media Studies point-of-view, trying to address the topic beyond game’s environment, in connection with the evolution of the contem- porary mediascape. Machinima is a recent technology/performance/art/tool etc1 (convention- ally born in 1996 with Quake demos)2 commonly defned as any kind of video artifact produced through real-time gaming graphic engines: in-game record- ings, sandbox modes, hacked version of game engines or game-like profession- al tools are all valid sources to create machinimas. It’s been a decade since it has been bought to the academic attention and to an increasing popularity on web broadcasting (mainly thanks to the web-serieS Red vs Blue, to South Park‘s episode Make Love, not Warcraf or to the political short The French Democracy by Alex Chan). The collection is built around twelve chapters, split into two parts (respec- tively Thinking and Using machinima), bringing together contributions from researchers, gamers, directors, artists, curators and machinima makers; every chapter goes along with digital endnotes, that can be seen from the dedicated webpage thanks to QR codes included in every chapter. This anthology aims to distinguish itself from recent academic researches, analysing mainly the nature of machinima in connection with the universe of cinema, gaming and animation in the eyes of a “convergent” mediascape (Jenkins 2006), regarding machinima as a native-digital medium involving 1.
    [Show full text]
  • Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
    WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West.
    [Show full text]
  • Game Console Rating
    Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Abzu PS4, XboxOne E Ace Combat 7: Skies Unknown PS4, XboxOne T AC/DC Rockband Wii T Age of Wonders: Planetfall PS4, XboxOne T All-Stars Battle Royale PS3 T Angry Birds Trilogy PS3 E Animal Crossing, City Folk Wii E Ape Escape 2 PS2 E Ape Escape 3 PS2 E Atari Anthology PS2 E Atelier Ayesha: The Alchemist of Dusk PS3 T Atelier Sophie: Alchemist of the Mysterious Book PS4 T Banjo Kazooie- Nuts and Bolts Xbox 360 E10+ Batman: Arkham Asylum PS3 T Batman: Arkham City PS3 T Batman: Arkham Origins PS3, Xbox 360 16+ Battalion Wars 2 Wii T Battle Chasers: Nightwar PS4, XboxOne T Beyond Good & Evil PS2 T Big Beach Sports Wii E Bit Trip Complete Wii E Bladestorm: The Hundred Years' War PS3, Xbox 360 T Bloodstained Ritual of the Night PS4, XboxOne T Blue Dragon Xbox 360 T Blur PS3, Xbox 360 T Boom Blox Wii E Brave PS3, Xbox 360 E10+ Cabela's Big Game Hunter PS2 T Call of Duty 3 Wii T Captain America, Super Soldier PS3 T Crash Bandicoot N Sane Trilogy PS4 E10+ Crew 2 PS4, XboxOne T Dance Central 3 Xbox 360 T De Blob 2 Xbox 360 E Dead Cells PS4 T Deadly Creatures Wii T Deca Sports 3 Wii E Deformers: Ready at Dawn PS4, XboxOne E10+ Destiny PS3, Xbox 360 T Destiny 2 PS4, XboxOne T Dirt 4 PS4, XboxOne T Dirt Rally 2.0 PS4, XboxOne E Donkey Kong Country Returns Wii E Don't Starve Mega Pack PS4, XboxOne T Dragon Quest 11 PS4 T Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Dragon Quest Builders PS4 E10+ Dragon
    [Show full text]
  • Puppetry Beyond Entertainment, How Puppets Are Used Politically to Aid Society
    PUPPETRY BEYOND ENTERTAINMENT, HOW PUPPETS ARE USED POLITICALLY TO AID SOCIETY By Emily Soord This research project is submitted to the Royal Welsh College of Music & Drama, Cardiff, in partial fulfilment of the requirements for the Degree of Bachelor of Arts in Theatre Design April 2008 i Declaration I declare that this Research Project is the result of my own efforts. The various sources to which I am indebted are clearly indicated in the references in the text or in the bibliography. I further declare that this work has never been accepted in the substance of any degree, and is not being concurrently submitted in candidature for any other degree. Name: (Candidate) Name: (Supervisor) ii Acknowledgements Many people have helped and inspired me in writing this dissertation and I would like to acknowledge them. My thanks‟ to Tina Reeves, who suggested „puppetry‟ as a subject to research. Writing this dissertation has opened my eyes to an extraordinary medium and through researching the subject I have met some extraordinary people. I am grateful to everyone who has taken the time to fill out a survey or questionnaire, your feedback has been invaluable. My thanks‟ to Jill Salen, for her continual support, inspiration, reassurance and words of advice. My gratitude to friends and family for reading and re-reading my work, for keeping me company seeing numerous shows, for sharing their experiences of puppetry and for such interesting discussions on the subject. Also a big thank you to my dad and my brother, they are both technological experts! iii Abstract Puppets are extraordinary.
    [Show full text]
  • Translating Expertise Across Work Contexts: U.S. Puppeteers Move
    ASRXXX10.1177/0003122420987199American Sociological ReviewAnteby and Holm 987199research-article2021 American Sociological Review 2021, Vol. 86(2) 310 –340 Translating Expertise across © American Sociological Association 2021 https://doi.org/10.1177/0003122420987199DOI: 10.1177/0003122420987199 Work Contexts: U.S. Puppeteers journals.sagepub.com/home/asr Move from Stage to Screen Michel Antebya and Audrey L. Holma Abstract Expertise is a key currency in today’s knowledge economy. Yet as experts increasingly move across work contexts, how expertise translates across contexts is less well understood. Here, we examine how a shift in context—which reorders the relative attention experts pay to distinct types of audiences—redefines what it means to be an expert. Our study’s setting is an established expertise in the creative industry: puppet manipulation. Through an examination of U.S. puppeteers’ move from stage to screen (i.e., film and television), we show that, although the two settings call on mostly similar techniques, puppeteers on stage ground their claims to expertise in a dialogue with spectators and view expertise as achieving believability; by contrast, puppeteers on screen invoke the need to deliver on cue when dealing with producers, directors, and co-workers and view expertise as achieving task mastery. When moving between stage and screen, puppeteers therefore prioritize the needs of certain audiences over others’ and gradually reshape their own views of expertise. Our findings embed the nature of expertise in experts’ ordering of types of audiences to attend to and provide insights for explaining how expertise can shift and become co-opted by workplaces. Keywords expertise, audiences, puppetry, film and television Expertise has become a fundamental currency of cases (Abbott 1988:8).
    [Show full text]