Machinima Production tools: A vernacular history of a creative medium

  • Shad Gross
  • , Tyler Pace
  • , Jeffrey Bardzell
  • , Shaowen Bardzell

Research output: Chapter in Book/Report/Conference proceedingConference contribution

2 Scopus citations

Abstract

In recent years, HCI has shown a rising interest in the creative practices associated with massive online communities, including crafters, hackers, DIY, and other expert amateurs. One strategy for researching creativity at this scale is through an analysis of a community's outputs, including its creative works, custom created tools, and emergent practices. In this paper, we offer one such case study, a historical account of World of Warcraft (WoW) machinima (i.e., videos produced inside of video games), which shows how the aesthetic needs and requirements of video making community coevolved with the community-made creativity support tools in use at the time. We view this process as inhabiting different layers and practices of appropriation, and through an analysis of them, we trace the ways that support for emerging stylistic conventions become built into creativity support tools over time.

Original languageEnglish (US)
Title of host publicationCHI 2013
Subtitle of host publicationChanging Perspectives, Conference Proceedings - The 31st Annual CHI Conference on Human Factors in Computing Systems
Pages971-980
Number of pages10
DOIs
StatePublished - 2013
Event31st Annual CHI Conference on Human Factors in Computing Systems: Changing Perspectives, CHI 2013 - Paris, France
Duration: Apr 27 2013May 2 2013

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Other

Other31st Annual CHI Conference on Human Factors in Computing Systems: Changing Perspectives, CHI 2013
Country/TerritoryFrance
CityParis
Period4/27/135/2/13

All Science Journal Classification (ASJC) codes

  • Software
  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design

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