Machinima: Creative Anarchy vs. Institutionalization

During my brief presentation, I mentioned that machinima might soon become a contested artform. Specifically, I argued that the gradual institutionalization of machinima, i.e. its wider, cultural acceptance as a medium, will inevitably lead to legal disputes and copyright struggles akin to those experienced in contiguous media industries (e.g., music and cinema).

ILL Clan Survives Machinima Performance at Stanford!

I'm just back from the Ill Clan's live performance at Stanford this evening. Actually, the half-hour live performance was preceded by a roughly 45 minute introductory presentation by Paul Marino, one of the co-founders of the Ill Clan. In this presentation, he presented a few general ideas by way of introduction, then showed a dozen or so clips from a range of machinima styles and uses, such as dance movies, commercial spots, artistic movies, early machinima, etc.

Machinima Performance at Stanford

This event is open to the public and will consist of a live performance by the machinima performance group the ILL Clan on Sunday, December 4th 2005 in Annenberg Auditorium on the Stanford campus, followed by an in-class panel discussion with the performers in IHUM 57 ("The Human and the Machine") on December 5th.

The Video Game Major

The New York Times leads their tech section today with a story on the growing number of gaming-oriented academic programs. The article mentions a distinction between game design programs and the study of games as a cultural phenomenon, but doesn't dig much deeper.

Some highlights:

/. on gaming addiction

I take a fair bit of guilty pleasure in how much I enjoy reading the comments on Slashdot. The community's reaction to the slightly weak New Scientist article Gaming fanatics show hallmarks of drug addiction is no exception.

People were pretty quick to take the basic premise of the article apart:

Notes from the Underground: Doom, games, and movies

It could have been the most interesting game-2-movie adaptation, but Andrzej Bartkowiak's Doom is, simply put, a missed opportunity.

Amazon wants you!

This kind of captured my imagination. Amazon has launched Mechanical Turk that lets you make money by doing jobs that humans do better than computers.

The pay is not exactly handsome in fact some would call paying 30 cents for an approved image selection and 75 for writing a product description on little on the cheap side. Then add the fact that you get credit in their store and not cash and Amazon will have found themselves a very inexpensive work force if this Mechanical Turk succeeds.

Welcome to HTGG2!

Welcome to the home of the How They Got Game Project, a project of the Stanford Humanities Lab, here at Stanford University. The aim of this project is to explore the history and cultural impact of a crucial segment of New Media: interactive simulations and video games.

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