Part of the Volume on Digital Young, Innovation, and the Unexpected The focus of this chapter is a new narrative medium called machinima, which means producing animated movies with the software that is used to develop and play computer games. Machinima has provided digital game players with a medium for performing for other players about topics that matter to them, whether it is showing off their prowess as players, commenting on game culture, telling stories, or making statements about current events. This chapter is about how players learned to use multiplayer digital games for these purposes, and how their gameplay was able to take them from deep engagement with games and game technology to the discovery of new uses for digital technolog...
Copyright 2003 Australia and New Zealand Communication AssociationThe processes of playing give game...
This book is about play with, in, and around, digital media in everyday life. Building on detailed c...
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive quali...
The mixture of playing videogames and producing movies has produced a new kind of moving image, a hy...
The mixture of playing videogames and producing movies has produced a new kind of moving image, a hy...
This article investigates the emerging internet phenomenon of machinima, which has been described as...
This article investigates the emerging internet phenomenon of machinima, which has been described as...
This paper examines the new audiovisual form emerging from the video game field, Machinima. Machinim...
This paper reports on the research methodology used to investigate the social and relational aspects...
This paper examines the new audiovisual form emerging from the video game field, Machinima. Machinim...
The research field was curatorship of the Machinima genre - a film-making practice that uses real ti...
Machinima is filmmaking within a real-time, virtual environment, often using video-game technologies...
Understanding children's digital play in immersive virtual spaces, specifically those with limited c...
The research field was curatorship of the Machinima genre - a film-making practice that uses real ti...
Copyright 2003 Australia and New Zealand Communication AssociationThe processes of playing give game...
Copyright 2003 Australia and New Zealand Communication AssociationThe processes of playing give game...
This book is about play with, in, and around, digital media in everyday life. Building on detailed c...
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive quali...
The mixture of playing videogames and producing movies has produced a new kind of moving image, a hy...
The mixture of playing videogames and producing movies has produced a new kind of moving image, a hy...
This article investigates the emerging internet phenomenon of machinima, which has been described as...
This article investigates the emerging internet phenomenon of machinima, which has been described as...
This paper examines the new audiovisual form emerging from the video game field, Machinima. Machinim...
This paper reports on the research methodology used to investigate the social and relational aspects...
This paper examines the new audiovisual form emerging from the video game field, Machinima. Machinim...
The research field was curatorship of the Machinima genre - a film-making practice that uses real ti...
Machinima is filmmaking within a real-time, virtual environment, often using video-game technologies...
Understanding children's digital play in immersive virtual spaces, specifically those with limited c...
The research field was curatorship of the Machinima genre - a film-making practice that uses real ti...
Copyright 2003 Australia and New Zealand Communication AssociationThe processes of playing give game...
Copyright 2003 Australia and New Zealand Communication AssociationThe processes of playing give game...
This book is about play with, in, and around, digital media in everyday life. Building on detailed c...
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive quali...