Modding As Rating Behavior in Virtual Communities: the Case of Rooster Teeth Productions
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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. -
Games Without Frontiers
Games Without Frontiers Keith Stuart The relationship between cinema and video games is becoming increasinly incestuous Strange things are happening to the video game and movie industries. They have been close for years, but now they seem to be merging. We are entering an era of interactive entertainment in which video game players, game developers and filmmakers switch roles seamlessly. The traditional demarcation between games machines and movie players has become irrevocably blurred. The Sony PSP, launched last year in Japan, is ostensibly a hand-held games console, but it also plays Hollywood movies on special discs and allows users to download short films from the Internet, to be viewed in transit. A Japanese website, PSPunch, offers amateur filmmakers the chance to upload their works as MPEG files, which are then specially formatted so that PSP owners can download and view them. It’s an amazing forum for unknown talent – many people who are unlikely to surf the net and watch short movies at home (too much choice, too many distractions) are happy to collect these disparate clips to view later on their hand-held games machine, perhaps during a long journey or a boring lecture. This is the filmmaking equivalent of Podcasting, where people create audio files and put them on-line so that anyone can download them and listen to them on an iPod. It is the future of independent distribution. Meanwhile, games players are turning into filmmakers. Machinima, most usefully defined as, ‘moviemaking within a real-time 3D virtual environment’, has its origins in the mid-1990s, when first person shoot-em’-ups such as Quake and Unreal started to include tools that let gamers record live in- game footage as they played. -
City Research Online
City Research Online City, University of London Institutional Repository Citation: Haefliger, S., Jäger, P. and Von Krogh, G. (2010). Under the radar: Industry entry by user entrepreneurs. Research Policy, 39(9), pp. 1198-1213. doi: 10.1016/j.respol.2010.07.001 This is the accepted version of the paper. This version of the publication may differ from the final published version. Permanent repository link: https://openaccess.city.ac.uk/id/eprint/5958/ Link to published version: http://dx.doi.org/10.1016/j.respol.2010.07.001 Copyright: City Research Online aims to make research outputs of City, University of London available to a wider audience. Copyright and Moral Rights remain with the author(s) and/or copyright holders. URLs from City Research Online may be freely distributed and linked to. Reuse: Copies of full items can be used for personal research or study, educational, or not-for-profit purposes without prior permission or charge. Provided that the authors, title and full bibliographic details are credited, a hyperlink and/or URL is given for the original metadata page and the content is not changed in any way. City Research Online: http://openaccess.city.ac.uk/ [email protected] Under the Radar: Industry Entry by User Entrepreneurs Stefan Haefliger, Peter Jäger, Georg von Krogh, ETH Zurich* June 2010 Forthcoming in Research Policy. ABSTRACT We inductively develop a model of the commercialization process for new products or services user entrepreneurs undertake when entering an industry while drawing on proprietary technology developed in another industry. Extending the growing field of user entrepreneurship, we identify a two-phase approach to industry entry by user entrepreneurs who start “under the radar” of incumbent firms, gain experience, attract a first potential customer base, and then, in a second phase, engage in commercialization. -
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. -
Tracing Trajectories in a Community of Practice Through Podcasts
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by CSUSB ScholarWorks California State University, San Bernardino CSUSB ScholarWorks Electronic Theses, Projects, and Dissertations Office of aduateGr Studies 9-2017 TRACING TRAJECTORIES IN A COMMUNITY OF PRACTICE THROUGH PODCASTS Richard W. Mansikka California State University - San Bernardino, [email protected] Follow this and additional works at: https://scholarworks.lib.csusb.edu/etd Part of the Anthropological Linguistics and Sociolinguistics Commons, and the Semantics and Pragmatics Commons Recommended Citation Mansikka, Richard W., "TRACING TRAJECTORIES IN A COMMUNITY OF PRACTICE THROUGH PODCASTS" (2017). Electronic Theses, Projects, and Dissertations. 582. https://scholarworks.lib.csusb.edu/etd/582 This Thesis is brought to you for free and open access by the Office of aduateGr Studies at CSUSB ScholarWorks. It has been accepted for inclusion in Electronic Theses, Projects, and Dissertations by an authorized administrator of CSUSB ScholarWorks. For more information, please contact [email protected]. TRACING TRAJECTORIES IN A COMMUNITY OF PRACTICE THROUGH PODCASTS A Thesis Presented to the Faculty of California State University, San Bernardino In Partial Fulfillment of the Requirements for the Degree Master of Arts in English Composition by Richard William Mansikka September 2017 TRACING TRAJECTORIES IN A COMMUNITY OF PRACTICE THROUGH PODCASTS A Thesis Presented to the Faculty of California State University, San Bernardino by Richard William Mansikka September 2017 Approved by: Caroline Vickers PhD., Committee Chair, English Parastou Feizzaringhalam PhD, Committee Member © 2017 Richard William Masikka ABSTRACT The purpose of this project is to understand how humor works in expert- novice identity construction in podcasts. -
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 -
Durham E-Theses
Durham E-Theses The Slender Man Mythos: a structuralist analysis of an online mythology ASIMOS, VIVIAN,MARIE How to cite: ASIMOS, VIVIAN,MARIE (2019) The Slender Man Mythos: a structuralist analysis of an online mythology, Durham theses, Durham University. Available at Durham E-Theses Online: http://etheses.dur.ac.uk/12962/ Use policy The full-text may be used and/or reproduced, and given to third parties in any format or medium, without prior permission or charge, for personal research or study, educational, or not-for-prot purposes provided that: • a full bibliographic reference is made to the original source • a link is made to the metadata record in Durham E-Theses • the full-text is not changed in any way The full-text must not be sold in any format or medium without the formal permission of the copyright holders. Please consult the full Durham E-Theses policy for further details. Academic Support Oce, Durham University, University Oce, Old Elvet, Durham DH1 3HP e-mail: [email protected] Tel: +44 0191 334 6107 http://etheses.dur.ac.uk 2 The Slender Man Mythos: a structuralist analysis of an online mythology Vivian Asimos Durham University For PhD Department Theology and Religion 2018 Asimos | ii Table of Contents Table of Figures ..................................................................................................................................... vi Table of Diagrams and Tables .............................................................................................................. vii Acknowledgements .............................................................................................................................