co-creative media

↑MORRIS, SUE. 2004. ↑Co-creative media: Online multiplayer computer game culture. ↑Scan: Journal of media arts culture ↑1(1).  abstract: As a new and emerging research area, computer games demand the development of new theoretical frameworks for research and analysis. In addition to the specific requirements of a new medium, the advent and rapidly rising popularity of multiplayer computer gaming creates further challenges for researchers when the text under analysis forms a locus for human interaction – structuring and mediating communication between large numbers of people, and spawning social practices and identifications within a cultural economy extending beyond the game itself. While … Continue reading

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from pong to planet quake

gamemodding as post-industrial unwaged work ↑POSTIGO, HECTOR R. 2003. ↑From Pong to Planet Quake: Post-industrial transitions from leisure to work [.pdf | 88KB]. ↑Information, Communication & Society ↑6(4):593–607.  abstract: In the closing weeks of 2002, video games were featured in various popular American news publications and media outlets such as Wired, Entertainment Weekly, Newsweek and Time Magazine. It is becoming increasingly apparent that video games are no longer child’s play, but rather that they are poised to become a major entertainment form for the twenty-first century. Social analysts and media scholars must begin to formulate an understanding of this emerging … Continue reading

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infinite trajectory

  It happened at the Fighternight #5. At some indefinite moment during nighttime I took my headphones off, leaned back in my chair, and allowed my gaze to wander around aimlessly. Suddenly my eyes locked on the screen of a guy sitting behind me. There was ↑Q3A-gamespace, not uncommon, but an avatar cruised along a wall, through midair, following an unbelievable trajectory, the latter marked by a blue-glowing sequence of blasts from the plasma-gun—for the first time in my life I watched a tricking movie. My reflections on tricking are already jotted down (↵piling up—playful appropriation of gamespace and ↵appropriation … Continue reading

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ghost in the machinima

In the wake of the ↑Machinima Festival just being over, ↑Publish.com‘s Stephen Bryant has done a short ↑interview with Keygrip-creator David Wright:  Back in 1996, when Quake was the finest first-person-shooter around, a Stanford freshman named David Wright created a piece of editing software called Keygrip and accidentally changed the course of animation forever.  It was Keygrip, and its successor, Keygrip 2, that allowed gamers to edit Quake “demos,” and that ability ushered in the film genre known as Machinima.  Derived from the words machine and animation, machinima is a rapidly growing film genre in which movies are recorded entirely … Continue reading

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three songs

The location of the ↑Fighternight VII is somewhat strange—well, it’s ok, but it definitely hasn’t the ambience ↵Wolfenstein had. The tables have a crude wooden top, so you have to use a mousepad. That’s not the problem, but the hall is too cramped, there’s simply too less space on the tables. Setting up the comp is a quick business for me, because again I am here with my laptop. But less people smile on me because of the laptop. At every ↵LAN-party I visit there a more people with laptops. Anyway, I quickly found out that it does not matter … Continue reading

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senseless 2

↑Orange already had ↑pointed us to ↑spezial#1 (see ↵senseless), now she has ↑duly blogged the release of ↑spezial#2—both being South-Park-style satirical flash-movies by Christian Wasser of ↑sinn-los.de [senseless] taking up the computergames & violence issue. [both movies in German] The production values of #2 are considerably higher and it runs way longer than #1—but in my opinion storyline and dramaturgy of the sequel do not live up to ‘the original’, which completely blew me away. But it has to be mentioned, that #2 is charged to the brim with allusions and insider-associations. However, the creator himself seems not to be … Continue reading

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keyboard

Since already several years the casemod-movement [that is the hardware-modification scene] has powerfully whiplashed back into the hardware-manufacturing industry. The feedback out of the rows of the ‘end-users’ stemming from their creativity in the appropriation of computer hardware gave birth to a whole new branch of hardware-/parts-, and peripherals-producers and retailers. Again the main thrust to this development is the computergames-market. The man-machine interfaces obviously are crucial to gaming, so little wonder that new designs, or even innovations pop up in said sector. Interestingly enough the industry’s strategy is not to invent completely new kinds of input-devices, but to modify … Continue reading

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piling up

playful appropriation of gamespace  ↑[HP] just sent me a screenshot of an avatar-tower done in ‘Quake 3 Arena’ (↵Q3A—check out the ↑movie-collection at planetquake3 for footage of more like this, for example the ↑57 Player Q3 Tower [.avi | 35,2MB]). [HP]’s only accompanying line-of-text was “roxooxoxoxorz”, roughly meaning: “that rocks like hell&mdash’nough said!” The tight to-the-pointness of his commentary gives me the opportunity to post my unfinished thoughts on ‘playful appropriation of gamespace’: Although it was published already in 1999 the so-called first-person-shooter Q3A still is very popular today (in 2005), both on the Internet and at ↵LAN-parties. The underlying … Continue reading

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