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Bridging	
  Gaps	
  in	
  the	
  Cultural	
  Economy	
  
	
  
Dr	
  Tracy	
  Harwood	
  
Senior	
  Research	
  Fellow	
  
Ins?tute	
  of	
  Crea?ve	
  Technologies	
  
De	
  MonCort	
  University	
  
tharwood@dmu.ac.uk	
  
Introduc?on	
  
•  Machinima	
  defined	
  	
  
•  Origins	
  and	
  current	
  context	
  
•  Par?cipatory	
  culture	
  
•  Co-­‐crea?on	
  and	
  the	
  economy	
  
•  Subversion	
  and	
  legi?macy	
  
•  Future	
  
•  Showcase	
  
Machinima	
  Defined	
  
•  Machinima	
  (‘machine-­‐anima?on-­‐cinema’)	
  is	
  
the	
  making	
  of	
  original	
  content	
  using	
  3D	
  
computer	
  games	
  engines	
  and	
  gameplay	
  
recorded	
  in	
  real	
  ?me	
  
	
  •  Performa?ve	
  and	
  playback	
  modes	
  
–  Perfect	
  capture	
  
–  Screen	
  capture	
  
–  Asset	
  composi?ng	
  
–  Bespoke	
  
•  High	
  performance	
  play,	
  craUsmanship	
  (Lowood,	
  2013,	
  Liboriussen	
  
2013)	
  
•  Machinimators	
  now	
  draw	
  on	
  mul?plicity	
  of	
  computer	
  video	
  games,	
  
edi?ng	
  and	
  produc?on	
  soUware	
  	
  
	
  
Machinima	
  Defined	
  
•  A	
  new	
  media	
  form	
  that	
  embraces	
  digital	
  literacy	
  through	
  visual	
  
communica?on	
  (Merchant,	
  2013)	
  with	
  various	
  research	
  themes	
  
iden?fied	
  –	
  
–  Mul?modality	
  	
  
–  linguis?c	
  innova?on	
  	
  
–  Remix	
  	
  
–  Playfulness	
  	
  
–  Par?cipa?on	
  	
  	
  
–  Connec?on	
  	
  
•  Nexus	
  of	
  three	
  key	
  trends	
  leading	
  to	
  a	
  ‘digital	
  revolu?on	
  (Jenkins,	
  2006;	
  
2014)	
  –	
  
–  new	
  tools	
  and	
  technologies	
  that	
  enable	
  consumers	
  to	
  archive,	
  remix,	
  
redistribute	
  and	
  edit	
  media	
  content	
  
–  subcultures	
  that	
  promote	
  user	
  generated	
  content	
  and	
  do-­‐it-­‐yourself	
  produc?on	
  
–  horizontally	
  integrated	
  media	
  channels	
  that	
  encourage	
  flow	
  of	
  content	
  and	
  
necessitate	
  ac?ve	
  engagement	
  in	
  the	
  processes	
  of	
  sharing	
  
ACTIVE	
  
performance-­‐based	
  
machinima	
  
PASSIVE	
  	
  	
  
view-­‐only	
  
machinima	
  
INTERACTIVITY	
  	
  
v-­‐learning	
  	
  
(leaky	
  walled	
  
channels)	
  
walled	
  
channels	
  
games	
  
channels	
  
social	
  
networks	
  
COMMERCIAL	
  
machinima	
  
COMMUNITY	
  
machinima	
  
SFX	
  
anima?on	
  
studios	
  
future	
  
virtual	
  
reality	
  
reconstruc?on	
  
targeted	
  
channel	
  
poli?cal	
  
experimental	
  
T&L	
  
MOOCs	
  
serious	
  
games	
  
fan	
  art	
  /	
  film	
  
documentary	
  
reportage	
   Art	
  	
  	
  	
  Film	
  
promo?onal	
  
pre-­‐visualisa?on	
  MONETIZATION	
  
e-­‐sports	
  
let’s	
  play	
  
Origins	
  
•  Demoscene	
  
•  Doom	
  &	
  Quake	
  >>>	
  FPS	
  
•  Inspired	
  by	
  films	
  Alien	
  &	
  Evil	
  
Dead	
  II	
  
•  Cheat	
  codes	
  &	
  shareware	
  
•  First	
  recognised	
  machinima	
  in	
  
1996	
  (Quake)	
  
–  Diary	
  of	
  a	
  Camper	
  (United	
  Ranger	
  
Films)	
  
–  Narra?ve	
  based	
  
&	
  Context	
  
•  Community	
  &	
  game	
  fora	
  
•  Machinima[.com]TM	
  
•  TwitchTV	
  –	
  Live	
  &	
  On-­‐Demand	
  
Research	
  •  Arts	
  &	
  Humani?es	
  Research	
  Council	
  
funded	
  project:	
  Cultural	
  Values	
  
–  Impacts	
  and	
  values	
  of	
  machinima	
  on	
  
cultural	
  and	
  crea?ve	
  sectors	
  
–  Evidence	
  base	
  
•  Qualita?ve	
  design	
  
–  Netnography	
  
–  Interviews	
  and	
  focus	
  groups	
  
(machinimators,	
  games	
  developers,	
  
curators)	
  
–  Survey	
  (machinimators)	
  
–  Machinima	
  as	
  research	
  artefacts	
  
–  Par?cipant	
  observa?on	
  (2006	
  to	
  date)	
  
machinima.dmu.ac.uk	
  
@machinimAHRC	
  
Par?cipatory	
  culture	
  
•  Opposite	
  of	
  consumer	
  culture	
  
•  Firms	
  provide	
  customers	
  with	
  
opportuni?es	
  to	
  u?lise	
  their	
  
operant	
  resources	
  (Payne	
  et	
  al,	
  
2008)	
  –	
  marke?ng	
  is	
  C2C	
  
•  Prosump?on	
  (Toffler,	
  1980)	
  	
  
•  eTribes	
  (Kozinets,	
  2007)	
  
1999	
  
Second	
  Life©	
  panel	
  discussion	
  
hosted	
  by	
  Berkman	
  Center	
  at	
  
Harvard	
  University,	
  2014	
  
Par?cipatory	
  culture	
  
“I	
  was	
  a	
  big	
  fan	
  of	
  the	
  Unreal	
  Tournament©	
  and	
  I	
  felt	
  that	
  it	
  should	
  at	
  least	
  be	
  possible	
  to	
  
create	
  cut	
  scene	
  animaDons	
  using	
  the	
  built-­‐in	
  characters.	
  It	
  was	
  while	
  searching	
  the	
  web	
  
that	
  I	
  found	
  that	
  not	
  only	
  was	
  it	
  theoreDcally	
  possible	
  but	
  that	
  many,	
  many	
  people	
  had	
  
already	
  thought	
  of	
  this	
  idea,	
  and	
  there	
  was	
  even	
  a	
  name	
  established	
  for	
  the	
  technique:	
  
machinima.”	
  (MP16,	
  machinimator)	
  
Co-­‐crea?on	
  &	
  the	
  economy	
  
•  Highly	
  crea?ve,	
  blending	
  ar?s?c	
  and	
  film-­‐making	
  skills	
  with	
  gameplay	
  
and	
  computer	
  technologies	
  competences	
  
“I	
  see	
  everybody	
  here	
  in	
  this	
  discussion	
  as	
  being	
  par?cipants	
  in	
  this	
  grand	
  experiment,	
  
that	
  is	
  the	
  same	
  ongoing	
  experiment	
  since	
  people	
  were	
  taking	
  charcoal	
  and	
  putng	
  
things	
  on	
  cave	
  walls	
  in	
  the	
  hopes	
  of	
  manifes?ng	
  perhaps	
  something	
  from	
  the	
  next	
  hunt.	
  
We	
  don't	
  know	
  how	
  that	
  starts	
  out...	
  or	
  beads	
  to	
  decorate	
  a	
  body,	
  or	
  body	
  pain?ng,	
  or	
  
totems,	
  fer?lity	
  symbols	
  and	
  this	
  urge	
  in	
  people	
  kind	
  to	
  create	
  and	
  live	
  crea?vely	
  and	
  
express	
  themselves	
  crea?vely	
  and	
  impart	
  informa?on	
  in	
  these	
  different	
  crea?ve	
  ways	
  is	
  
eternal	
  and	
  universal.”	
  (MA4,	
  ar?st)	
  
Co-­‐crea?on	
  &	
  the	
  economy	
  
“I	
  think	
  that	
  the	
  pracDce	
  of	
  working	
  with	
  game	
  engine	
  worlds	
  and	
  telling	
  
stories	
  in	
  those	
  worlds	
  and	
  repurposing	
  them	
  is	
  sDll	
  enormously	
  powerful	
  but	
  
the	
  way	
  the	
  law	
  has	
  shiNed	
  and	
  the	
  way	
  everyone’s	
  aPtudes	
  have	
  shiNed	
  its	
  
an	
  unfortunate	
  gheQo	
  and	
  a	
  dead	
  end	
  for	
  anyone	
  that	
  goes	
  into	
  it	
  because	
  
you	
  are	
  also	
  limited	
  in	
  terms	
  of	
  what	
  you	
  can	
  do	
  with	
  those	
  assets.”	
  
(MP9,	
  machinimator)	
  	
  	
  
	
  
Co-­‐crea?on	
  &	
  the	
  economy	
  
“We're	
  losing	
  the	
  whole	
  game	
  culture,	
  the	
  origins	
  
where	
  it	
  all	
  came	
  from.	
  Its	
  driving	
  people	
  away,	
  at	
  
least	
  the	
  professionals	
  are	
  being	
  driven	
  
away.”	
  (MP8,	
  machinimator)	
  
	
  
“If	
  we	
  go	
  back	
  to	
  the	
  history	
  of	
  Fluxists	
  internaDonally	
  and	
  in	
  New	
  York...	
  
abstract	
  expressionism	
  was	
  the	
  rage	
  in	
  New	
  York	
  and	
  the	
  uptown	
  galleries	
  were	
  
full	
  of	
  these	
  super,	
  blue-­‐chip	
  arDsts	
  who	
  were	
  making	
  the	
  top	
  dollar.	
  And	
  they	
  
were	
  completely	
  uninterested	
  uptown	
  in	
  anything	
  that	
  any	
  of	
  the	
  new	
  people	
  
were	
  doing	
  downtown...	
  So	
  those	
  arDsts	
  downtown	
  got	
  to	
  do	
  anything	
  and	
  
everything	
  at	
  all	
  and	
  so	
  we	
  gave	
  rise	
  to	
  all	
  kinds	
  of	
  crazy	
  things	
  like	
  Happenings,	
  
Intermedia,	
  Fluxists	
  and	
  what	
  we	
  know	
  now	
  as	
  Performance	
  Art	
  and	
  all	
  these	
  
other	
  really	
  wild,	
  wonderful	
  experimentaDons	
  –	
  they	
  couldn't	
  exist	
  if	
  they	
  had	
  
had	
  a	
  marketplace.”	
  (MA4,	
  ar?st)	
  
	
  
Co-­‐crea?on	
  &	
  the	
  economy	
  
“So	
  there's	
  this	
  constant	
  sense	
  of...	
  I	
  wouldn't	
  call	
  it	
  
nervousness,	
  but	
  just	
  awareness	
  that	
  I'm	
  preQy	
  
dependent	
  on	
  a	
  corporaDon	
  or	
  a	
  company	
  that	
  I	
  
know	
  nothing	
  about	
  and	
  have	
  no	
  impact	
  on.”	
  	
  
(MA8,	
  ar?st)	
  	
  
	
  
“There's	
  nobody	
  stopping	
  Google	
  pulling	
  the	
  plug	
  and	
  all	
  the	
  content	
  will	
  be	
  
gone.	
  I	
  think	
  a	
  lot	
  of	
  people	
  do	
  not	
  realise	
  the	
  dangers	
  of	
  all	
  this	
  cultural	
  
heritage	
  in	
  the	
  possession	
  of	
  just	
  one	
  corporaDon.”	
  (MP10,	
  machinimator)	
  
	
  
“I	
  think	
  they're	
  rather	
  banal	
  models	
  at	
  the	
  moment,	
  
like...	
  ads	
  on	
  YouTube.	
  This	
  is	
  one	
  thing	
  that	
  I	
  think	
  is	
  a	
  
real	
  challenge	
  because	
  I	
  think	
  there's	
  a	
  real	
  lack	
  of	
  
imaginaDon	
  in	
  regards	
  to	
  income	
  generaDon	
  because	
  
in	
  many	
  ways	
  the	
  old	
  axiom	
  of	
  'informaDon	
  wants	
  to	
  
be	
  free'	
  has	
  lead	
  to	
  the	
  long	
  tail.”	
  (MA3,	
  ar?st)	
  
Co-­‐crea?on	
  &	
  the	
  economy	
  
“…	
  the	
  game	
  isn't	
  the	
  designer's	
  once	
  it's	
  been	
  done,	
  
it's	
  the	
  players.	
  	
  And	
  although	
  the	
  designer	
  is	
  
responsible	
  for	
  sustaining	
  and	
  maintaining	
  it	
  over	
  
Dme	
  and	
  taking	
  it	
  in	
  a	
  direcDon,	
  they	
  are	
  doing	
  so	
  in	
  
the	
  context	
  of	
  taking	
  their	
  audience	
  with	
  
them.”	
  (GD19,	
  games	
  developer)	
  
	
  
“MachinimaTM	
  is	
  now	
  mainstream	
  and	
  once	
  things	
  become	
  mainstream,	
  like	
  
IGN	
  [online	
  media	
  and	
  game	
  content	
  promoDon	
  organisaDon]	
  –	
  its	
  more	
  of	
  a	
  
trailer	
  holding	
  site	
  than	
  it	
  is	
  of	
  being	
  anything	
  that's	
  remotely	
  ground-­‐
breaking.”	
  (GD10,	
  games	
  developer)	
  
	
  
Co-­‐crea?on	
  &	
  the	
  economy	
  
“In	
  a	
  nutshell,	
  this	
  enDre	
  system	
  revolves	
  around	
  markeDng,	
  and	
  YouTube	
  is	
  a	
  wonderful	
  
source	
  of	
  free	
  markeDng…	
  We	
  wouldn't	
  be	
  able	
  to	
  show	
  our	
  work	
  off	
  without	
  
machinima.	
  	
  Its	
  a	
  terrific	
  way	
  to	
  show	
  our	
  game	
  off	
  and	
  gain	
  new	
  support!...	
  [YouTube]	
  
creates	
  the	
  sort	
  of	
  symbioDc	
  relaDonship	
  that	
  benefits	
  both	
  the	
  developer	
  and	
  the	
  
entertainer.	
  	
  Exposure	
  guarantees	
  money	
  for	
  both	
  parDes.”	
  (GD16,	
  games	
  developer)	
  
	
  
“…	
  there	
  are	
  elements	
  within	
  characters	
  that	
  I've	
  picked	
  up	
  from	
  watching	
  machinima	
  
that	
  I	
  have	
  then	
  taken	
  and	
  put	
  into	
  one	
  of	
  my	
  products	
  where...	
  a	
  character	
  has	
  made	
  
a	
  poliDcal	
  statement	
  about	
  Obama	
  Care,	
  for	
  instance.	
  But	
  he's	
  done	
  it	
  in	
  a	
  very	
  sort	
  of	
  
sly	
  way,	
  like	
  my	
  character's	
  tripped	
  over	
  something	
  on	
  the	
  road	
  and	
  said	
  'Oh	
  my	
  god,	
  
how	
  much	
  is	
  this	
  going	
  to	
  cost	
  me?'…	
  it	
  will	
  be	
  something	
  that	
  I	
  have	
  drawn	
  out	
  of	
  
watching	
  a	
  machinima,	
  so	
  I've	
  taken	
  saDre	
  and	
  I	
  have	
  turned	
  it	
  into	
  something	
  that's	
  a	
  
bit	
  more	
  tangible.”	
  (GD10,	
  games	
  developer)	
  
	
  
Co-­‐crea?on	
  &	
  the	
  economy	
  
“…	
  these	
  days	
  games	
  development	
  companies	
  are	
  much	
  more,	
  or	
  way	
  hoQer	
  on	
  
recruiDng	
  directly	
  from	
  dudes	
  who	
  sit	
  there	
  all	
  day	
  and	
  make	
  machinima.	
  The	
  reason	
  for	
  
that	
  is	
  you	
  want	
  somebody	
  to	
  work	
  for	
  you	
  who	
  is	
  focussed	
  and	
  there's	
  nothing	
  more	
  
focussed	
  than	
  siPng	
  there	
  with	
  your	
  favourite	
  game	
  and	
  turning	
  it	
  into	
  a	
  six	
  minute	
  
short	
  film	
  or	
  a	
  three	
  minute	
  web	
  episode…	
  its	
  the	
  ones	
  that	
  are	
  connected	
  to	
  the	
  
community	
  that	
  make	
  the	
  medicine	
  sweeter	
  in	
  games	
  development.”	
  (GD10,	
  games	
  
developer)	
  
	
  
Co-­‐crea?on	
  &	
  the	
  economy	
  
“…	
  somebody	
  probably	
  has	
  done	
  it	
  [made	
  an	
  offensive	
  machinima],	
  but	
  nobody	
  would	
  
have	
  cared.	
  	
  So	
  in	
  terms	
  of	
  legal	
  and	
  license	
  agreement	
  issues,	
  I	
  think	
  that	
  there's	
  
probably	
  some	
  stuff	
  in	
  [our	
  EULA]	
  to	
  try	
  to	
  protect	
  us	
  from	
  anybody	
  who	
  wants	
  to	
  sue	
  
because	
  liQle	
  Johnny	
  downloaded	
  some	
  content	
  that	
  wasn't	
  suitable,	
  that	
  had	
  been	
  
created	
  by	
  another	
  user…	
  Generally	
  those	
  are	
  just	
  accepted	
  as	
  'that's	
  what	
  happens',	
  
when	
  you	
  put	
  something	
  out,	
  the	
  public	
  react	
  it.	
  	
  I	
  don't	
  think	
  we	
  would	
  ever	
  bother	
  
chasing	
  anybody	
  up	
  like	
  that	
  unless	
  they	
  were	
  deliberately	
  masquerading	
  something	
  as	
  
'official'.	
  You	
  know,	
  as	
  long	
  as	
  its	
  clearly	
  a	
  fan-­‐made	
  thing	
  then	
  it	
  would	
  be	
  fine.”	
  (GD9,	
  
games	
  developer)	
  
	
  
“…	
  oNen	
  this	
  footage	
  is	
  already	
  in	
  the	
  public	
  domain,	
  if	
  you	
  are	
  playing	
  the	
  
game.	
  	
  You	
  can't	
  really...	
  copyright	
  is	
  something	
  that	
  is	
  being	
  used	
  by	
  many	
  
people	
  in	
  the	
  public	
  domain	
  all	
  at	
  the	
  same	
  Dme,	
  it's	
  impossible	
  to	
  do	
  
that…”	
  (GD10,	
  games	
  developer)	
  
	
  
Co-­‐crea?on	
  &	
  the	
  economy	
  
“…	
  its	
  like	
  a	
  parallel	
  with	
  the	
  major	
  record	
  labels	
  when	
  they	
  are	
  acDng	
  ahead,	
  
jumping	
  ahead	
  of	
  something	
  they	
  don’t	
  understand.	
  So	
  I	
  think	
  that	
  has	
  long-­‐term	
  
harmful	
  effects	
  on	
  both	
  sides…	
  Its	
  really	
  bonkers	
  when	
  the	
  law	
  doesn’t	
  keep	
  pace	
  
with	
  what	
  people	
  want	
  to	
  do…”	
  (GD21,	
  games	
  developer)	
  	
  
	
  
“[interviewer:	
  the	
  XBox	
  OneTM,	
  I	
  turned	
  it	
  on	
  and	
  there	
  was	
  a	
  big	
  MachinimaTM	
  Dle…]	
  
with	
  that	
  feature	
  our	
  games	
  are	
  quite	
  amenable	
  to	
  it	
  because	
  once	
  you've	
  played	
  
through	
  the	
  game	
  and	
  unlocked	
  everything,	
  you've	
  basically	
  got	
  in	
  say	
  [xxx	
  game],	
  
you've	
  got	
  nearly	
  200	
  [xxx	
  game]	
  characters	
  and	
  all	
  of	
  the	
  levels	
  are	
  available	
  and	
  the	
  
open	
  world	
  hub	
  is	
  available	
  for	
  you	
  to	
  just	
  take...	
  I	
  suppose	
  in	
  that	
  respect,	
  even	
  
though	
  we	
  don't	
  support	
  it	
  intenDonally,	
  its	
  gePng	
  easier	
  and	
  easier	
  nowadays	
  for	
  
people	
  to	
  capture	
  fragments	
  from	
  games	
  and	
  put	
  stuff	
  together	
  if	
  they	
  want	
  to,	
  even	
  
though	
  we	
  never	
  designed	
  it	
  that	
  way.”	
  (GD9,	
  games	
  developer)	
  
Subversion	
  &	
  legi?macy	
  
“…	
  if	
  you	
  haven’t	
  got	
  a	
  place...	
  somewhere	
  to	
  crystallise	
  the	
  experience,	
  you	
  won't	
  get	
  the	
  
community	
  growing	
  from	
  it	
  –	
  and	
  I	
  think	
  this	
  idea	
  of	
  being	
  able	
  to	
  understand	
  the	
  nature	
  
of	
  community	
  is	
  going	
  to	
  be	
  incredibly	
  important…	
  we	
  let	
  the	
  community	
  determine	
  that	
  
themselves…	
  The	
  point	
  is,	
  we're	
  dealing	
  with	
  social	
  media	
  now	
  and	
  you	
  can't	
  follow	
  the	
  
old	
  rules…	
  but	
  the	
  key	
  thing	
  is,	
  audience	
  counts.	
  	
  So	
  knowing	
  who's	
  liked,	
  who's	
  followed,	
  
who's	
  commented,	
  can	
  give	
  you	
  a	
  sense	
  of	
  what	
  the	
  game	
  is	
  about,	
  can	
  also	
  give	
  you	
  a	
  
sense	
  of	
  what	
  that	
  person	
  is	
  about…”	
  (GD19,	
  games	
  developer)	
  	
  	
  
	
  
“…	
  this	
  is	
  like	
  any	
  social	
  media,	
  it's	
  about	
  the	
  
community	
  deciding	
  what's	
  good,	
  not	
  individuals	
  
who	
  happen	
  to	
  be	
  in	
  power	
  deciding	
  what's	
  good…	
  
there	
  are	
  these	
  kind	
  of	
  aPtudes	
  that	
  social	
  
influence	
  should	
  bring	
  to	
  the	
  foreground,	
  the	
  values	
  
that	
  are	
  important	
  around	
  a	
  topic.”	
  (GD19,	
  games	
  
developer)	
  
Subversion	
  &	
  legi?macy	
  
“where	
  it	
  sits	
  in	
  digital,	
  there	
  are	
  new	
  types	
  of	
  vernacular	
  curatorial	
  
which	
  don’t	
  need	
  the	
  profession	
  of	
  curaDng	
  because	
  these	
  are	
  largely	
  
self	
  curated	
  communiDes...	
  in	
  terms	
  of	
  social	
  preferencing,	
  selecDng	
  
filters	
  via	
  algorithms,	
  we’ve	
  got	
  a	
  new	
  world	
  ahead	
  of	
  us	
  and	
  
machinima	
  fits	
  into	
  a	
  pioneering	
  form	
  of	
  that	
  which	
  is	
  really	
  
interesDng...	
  Clearly	
  in	
  terms	
  of	
  mod	
  culture	
  or	
  mash-­‐up	
  culture,	
  all	
  of	
  
these	
  go	
  back	
  to	
  the	
  1930s,	
  as	
  a	
  form	
  of	
  construcDvism,	
  or	
  the	
  noDon	
  
of	
  montage	
  through	
  cinema,	
  or	
  glitch	
  culture,	
  none	
  of	
  this	
  is	
  new,	
  but	
  
just	
  in	
  terms	
  of	
  the	
  widespread	
  nature	
  of	
  digital	
  technologies	
  and	
  
doing	
  things	
  within	
  an	
  online	
  environment,	
  and	
  sharing	
  online,	
  makes	
  
that	
  pervasive.”	
  (CFG19,	
  curator)	
  
	
  
Subversion	
  &	
  legi?macy	
  
“…	
  the	
  relaDonship	
  between	
  the	
  audience	
  and	
  the	
  work	
  is	
  so	
  much	
  stronger	
  because	
  
they’ve	
  actually	
  contributed	
  to	
  that	
  work…	
  people	
  who	
  had	
  some	
  reason	
  to	
  be	
  
interested,	
  experts	
  in	
  art	
  and	
  interacDve	
  design...”	
  (CFG13,	
  curator)	
  
	
  
	
  you	
  now	
  have	
  more	
  arDsts	
  that	
  use	
  machinima	
  as	
  a	
  medium,	
  in	
  between	
  many	
  others,	
  
but	
  you	
  can’t	
  speak	
  about	
  them	
  as	
  game	
  arDsts	
  anymore	
  –	
  its	
  become	
  more	
  of	
  a	
  tool	
  
and	
  its	
  not	
  the	
  only	
  way	
  of	
  expression.”	
  (CFG16,	
  curator)	
  	
  
	
  
“we	
  helped	
  enable	
  xxx	
  to	
  be	
  able	
  to	
  get	
  the	
  funds	
  by	
  working	
  with	
  them	
  on	
  
promoDonal	
  materials	
  and	
  lending	
  our	
  legiDmacy…	
  we	
  provide	
  a	
  very	
  important	
  public	
  
service	
  that	
  helps	
  [arDsts]	
  because,	
  what’s	
  the	
  point	
  of	
  all	
  this	
  work	
  being	
  made	
  if	
  
people	
  don’t	
  see	
  it.	
  So	
  for	
  us	
  there	
  is	
  an	
  arDst	
  service	
  angle	
  to	
  what	
  we	
  are	
  doing	
  but	
  
its	
  through	
  a	
  mediator,	
  an	
  organisaDon	
  that’s	
  focussed	
  on	
  the	
  makers	
  and	
  
arDsts...”	
  (CFG4,	
  curator)	
  	
  	
  
	
  
	
  
Future	
  
Future	
  
•  4	
  phases	
  of	
  machinima	
  evolu?on	
  
–  Phase	
  1:	
  Quake	
  Movies	
  (focal	
  period	
  1996-­‐1999)	
  
–  Phase	
  2:	
  Academy	
  of	
  Machinima	
  Arts	
  &	
  Sciences	
  
(focal	
  period	
  2000-­‐2008)	
  
–  Phase	
  3:	
  Machinima.com	
  (focal	
  period	
  2009-­‐2014)	
  
–  Phase	
  4:	
  Let’s	
  Play	
  (2014-­‐ongoing)	
  
	
  
Future	
  
Phases	
  of	
  machinima’s	
  emergence	
  as	
  visual	
  culture	
  (Harwood,	
  forthcoming)	
  
Bridging	
  Gaps	
  in	
  the	
  Cultural	
  Economy	
  
	
  
SHOWCASE	
  
Machinimator	
  Perspec?ve	
  
Diary	
  of	
  a	
  Camper	
  	
  
(Rangers,	
  1996)	
  
Psymetheus	
  (Psynaps,	
  2013)	
  
Scout	
  v	
  Witch	
  
(Nailbiter	
  Films,	
  2012)	
  
I’ll	
  meet	
  you	
  on	
  the	
  other	
  side	
  	
  
(SaveMe	
  Oh,	
  2014)	
  
Петро́вский	
  флюс	
  (a	
  Petrovsky	
  Flux)	
  
(Toxic	
  Menges,	
  2010)	
  
Portal	
  –	
  Meet	
  the	
  Cores	
  
(Harry101UK,	
  2012)	
  
Push,	
  Lainy	
  Voom	
  (2009)	
  
Our	
  findings…	
  
•  Appeals	
  to	
  male	
  and	
  female	
  crea?ves	
  in	
  all	
  age	
  groups,	
  
including	
  amateur	
  and	
  professional	
  ar?sts	
  and	
  filmmakers	
  
and	
  is	
  therefore	
  an	
  inclusive	
  medium	
  
•  Unique	
  cultural	
  form	
  of	
  crea?ve	
  content,	
  built	
  upon	
  computer	
  
games	
  but	
  extending	
  their	
  value	
  beyond	
  play	
  to	
  crea?ve,	
  
collabora?ve,	
  performance	
  and	
  viewing	
  prac?ces	
  
•  Transcends	
  	
  a	
  range	
  of	
  arts	
  prac?ces,	
  encompassing	
  
tradi?onal	
  and	
  contemporary	
  arts,	
  par?cularly	
  informing	
  and	
  
enriching	
  other	
  new	
  media	
  arts	
  prac?ces	
  
•  Develops	
  the	
  range	
  of	
  crea?ve	
  competencies	
  in	
  arts	
  (eg.,	
  
digital)	
  and	
  filmmaking,	
  including	
  edi?ng,	
  wri?ng,	
  
produc?on,	
  cinematography,	
  set,	
  sound	
  and	
  character	
  
design,	
  music,	
  applica?ons	
  of	
  new	
  technologies	
  such	
  as	
  
augmented	
  and	
  virtual	
  reality,	
  and	
  competencies	
  related	
  to	
  
modding,	
  hacking	
  and	
  mashup	
  
•  Mo?vates	
  and	
  inspires	
  crea?vity	
  and	
  collabora?on	
  with	
  
crea?ve	
  industries	
  
	
  	
  
•  Reaches	
  audiences	
  beyond	
  those	
  targeted	
  by	
  games	
  
developers	
  and	
  publishers,	
  fes?vals,	
  museums	
  and	
  galleries,	
  
which	
  may	
  be	
  self-­‐sustaining	
  in	
  their	
  consump?on	
  of	
  
machinima	
  crea?ve	
  prac?ces	
  
•  Contributes	
  to	
  technology	
  product	
  development	
  including	
  
hardware	
  and	
  soUware	
  through	
  tes?ng	
  and	
  prototyping	
  eg.,	
  
development	
  of	
  large	
  scale	
  crea?ve	
  works,	
  applica?on	
  of	
  new	
  
technologies	
  	
  
•  Bridges	
  gaps	
  between	
  community	
  of	
  prac?ce	
  and	
  the	
  cultural	
  
and	
  crea?ve	
  sectors	
  
Visit	
  our	
  project	
  website	
  and	
  follow	
  us	
  on	
  Twi‰er	
  	
  
for	
  discussion	
  and	
  project	
  report	
  on	
  research	
  into	
  	
  
the	
  cultural	
  values	
  of	
  machinima	
  

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Machinima - Bridging Gaps

  • 1. Bridging  Gaps  in  the  Cultural  Economy     Dr  Tracy  Harwood   Senior  Research  Fellow   Ins?tute  of  Crea?ve  Technologies   De  MonCort  University   tharwood@dmu.ac.uk  
  • 2. Introduc?on   •  Machinima  defined     •  Origins  and  current  context   •  Par?cipatory  culture   •  Co-­‐crea?on  and  the  economy   •  Subversion  and  legi?macy   •  Future   •  Showcase  
  • 3. Machinima  Defined   •  Machinima  (‘machine-­‐anima?on-­‐cinema’)  is   the  making  of  original  content  using  3D   computer  games  engines  and  gameplay   recorded  in  real  ?me    •  Performa?ve  and  playback  modes   –  Perfect  capture   –  Screen  capture   –  Asset  composi?ng   –  Bespoke   •  High  performance  play,  craUsmanship  (Lowood,  2013,  Liboriussen   2013)   •  Machinimators  now  draw  on  mul?plicity  of  computer  video  games,   edi?ng  and  produc?on  soUware      
  • 4. Machinima  Defined   •  A  new  media  form  that  embraces  digital  literacy  through  visual   communica?on  (Merchant,  2013)  with  various  research  themes   iden?fied  –   –  Mul?modality     –  linguis?c  innova?on     –  Remix     –  Playfulness     –  Par?cipa?on       –  Connec?on     •  Nexus  of  three  key  trends  leading  to  a  ‘digital  revolu?on  (Jenkins,  2006;   2014)  –   –  new  tools  and  technologies  that  enable  consumers  to  archive,  remix,   redistribute  and  edit  media  content   –  subcultures  that  promote  user  generated  content  and  do-­‐it-­‐yourself  produc?on   –  horizontally  integrated  media  channels  that  encourage  flow  of  content  and   necessitate  ac?ve  engagement  in  the  processes  of  sharing  
  • 5. ACTIVE   performance-­‐based   machinima   PASSIVE       view-­‐only   machinima   INTERACTIVITY     v-­‐learning     (leaky  walled   channels)   walled   channels   games   channels   social   networks   COMMERCIAL   machinima   COMMUNITY   machinima   SFX   anima?on   studios   future   virtual   reality   reconstruc?on   targeted   channel   poli?cal   experimental   T&L   MOOCs   serious   games   fan  art  /  film   documentary   reportage   Art        Film   promo?onal   pre-­‐visualisa?on  MONETIZATION   e-­‐sports   let’s  play  
  • 6. Origins   •  Demoscene   •  Doom  &  Quake  >>>  FPS   •  Inspired  by  films  Alien  &  Evil   Dead  II   •  Cheat  codes  &  shareware   •  First  recognised  machinima  in   1996  (Quake)   –  Diary  of  a  Camper  (United  Ranger   Films)   –  Narra?ve  based  
  • 7. &  Context   •  Community  &  game  fora   •  Machinima[.com]TM   •  TwitchTV  –  Live  &  On-­‐Demand  
  • 8. Research  •  Arts  &  Humani?es  Research  Council   funded  project:  Cultural  Values   –  Impacts  and  values  of  machinima  on   cultural  and  crea?ve  sectors   –  Evidence  base   •  Qualita?ve  design   –  Netnography   –  Interviews  and  focus  groups   (machinimators,  games  developers,   curators)   –  Survey  (machinimators)   –  Machinima  as  research  artefacts   –  Par?cipant  observa?on  (2006  to  date)   machinima.dmu.ac.uk   @machinimAHRC  
  • 9. Par?cipatory  culture   •  Opposite  of  consumer  culture   •  Firms  provide  customers  with   opportuni?es  to  u?lise  their   operant  resources  (Payne  et  al,   2008)  –  marke?ng  is  C2C   •  Prosump?on  (Toffler,  1980)     •  eTribes  (Kozinets,  2007)   1999   Second  Life©  panel  discussion   hosted  by  Berkman  Center  at   Harvard  University,  2014  
  • 10. Par?cipatory  culture   “I  was  a  big  fan  of  the  Unreal  Tournament©  and  I  felt  that  it  should  at  least  be  possible  to   create  cut  scene  animaDons  using  the  built-­‐in  characters.  It  was  while  searching  the  web   that  I  found  that  not  only  was  it  theoreDcally  possible  but  that  many,  many  people  had   already  thought  of  this  idea,  and  there  was  even  a  name  established  for  the  technique:   machinima.”  (MP16,  machinimator)  
  • 11. Co-­‐crea?on  &  the  economy   •  Highly  crea?ve,  blending  ar?s?c  and  film-­‐making  skills  with  gameplay   and  computer  technologies  competences   “I  see  everybody  here  in  this  discussion  as  being  par?cipants  in  this  grand  experiment,   that  is  the  same  ongoing  experiment  since  people  were  taking  charcoal  and  putng   things  on  cave  walls  in  the  hopes  of  manifes?ng  perhaps  something  from  the  next  hunt.   We  don't  know  how  that  starts  out...  or  beads  to  decorate  a  body,  or  body  pain?ng,  or   totems,  fer?lity  symbols  and  this  urge  in  people  kind  to  create  and  live  crea?vely  and   express  themselves  crea?vely  and  impart  informa?on  in  these  different  crea?ve  ways  is   eternal  and  universal.”  (MA4,  ar?st)  
  • 12. Co-­‐crea?on  &  the  economy   “I  think  that  the  pracDce  of  working  with  game  engine  worlds  and  telling   stories  in  those  worlds  and  repurposing  them  is  sDll  enormously  powerful  but   the  way  the  law  has  shiNed  and  the  way  everyone’s  aPtudes  have  shiNed  its   an  unfortunate  gheQo  and  a  dead  end  for  anyone  that  goes  into  it  because   you  are  also  limited  in  terms  of  what  you  can  do  with  those  assets.”   (MP9,  machinimator)        
  • 13. Co-­‐crea?on  &  the  economy   “We're  losing  the  whole  game  culture,  the  origins   where  it  all  came  from.  Its  driving  people  away,  at   least  the  professionals  are  being  driven   away.”  (MP8,  machinimator)     “If  we  go  back  to  the  history  of  Fluxists  internaDonally  and  in  New  York...   abstract  expressionism  was  the  rage  in  New  York  and  the  uptown  galleries  were   full  of  these  super,  blue-­‐chip  arDsts  who  were  making  the  top  dollar.  And  they   were  completely  uninterested  uptown  in  anything  that  any  of  the  new  people   were  doing  downtown...  So  those  arDsts  downtown  got  to  do  anything  and   everything  at  all  and  so  we  gave  rise  to  all  kinds  of  crazy  things  like  Happenings,   Intermedia,  Fluxists  and  what  we  know  now  as  Performance  Art  and  all  these   other  really  wild,  wonderful  experimentaDons  –  they  couldn't  exist  if  they  had   had  a  marketplace.”  (MA4,  ar?st)    
  • 14. Co-­‐crea?on  &  the  economy   “So  there's  this  constant  sense  of...  I  wouldn't  call  it   nervousness,  but  just  awareness  that  I'm  preQy   dependent  on  a  corporaDon  or  a  company  that  I   know  nothing  about  and  have  no  impact  on.”     (MA8,  ar?st)       “There's  nobody  stopping  Google  pulling  the  plug  and  all  the  content  will  be   gone.  I  think  a  lot  of  people  do  not  realise  the  dangers  of  all  this  cultural   heritage  in  the  possession  of  just  one  corporaDon.”  (MP10,  machinimator)     “I  think  they're  rather  banal  models  at  the  moment,   like...  ads  on  YouTube.  This  is  one  thing  that  I  think  is  a   real  challenge  because  I  think  there's  a  real  lack  of   imaginaDon  in  regards  to  income  generaDon  because   in  many  ways  the  old  axiom  of  'informaDon  wants  to   be  free'  has  lead  to  the  long  tail.”  (MA3,  ar?st)  
  • 15. Co-­‐crea?on  &  the  economy   “…  the  game  isn't  the  designer's  once  it's  been  done,   it's  the  players.    And  although  the  designer  is   responsible  for  sustaining  and  maintaining  it  over   Dme  and  taking  it  in  a  direcDon,  they  are  doing  so  in   the  context  of  taking  their  audience  with   them.”  (GD19,  games  developer)     “MachinimaTM  is  now  mainstream  and  once  things  become  mainstream,  like   IGN  [online  media  and  game  content  promoDon  organisaDon]  –  its  more  of  a   trailer  holding  site  than  it  is  of  being  anything  that's  remotely  ground-­‐ breaking.”  (GD10,  games  developer)    
  • 16. Co-­‐crea?on  &  the  economy   “In  a  nutshell,  this  enDre  system  revolves  around  markeDng,  and  YouTube  is  a  wonderful   source  of  free  markeDng…  We  wouldn't  be  able  to  show  our  work  off  without   machinima.    Its  a  terrific  way  to  show  our  game  off  and  gain  new  support!...  [YouTube]   creates  the  sort  of  symbioDc  relaDonship  that  benefits  both  the  developer  and  the   entertainer.    Exposure  guarantees  money  for  both  parDes.”  (GD16,  games  developer)     “…  there  are  elements  within  characters  that  I've  picked  up  from  watching  machinima   that  I  have  then  taken  and  put  into  one  of  my  products  where...  a  character  has  made   a  poliDcal  statement  about  Obama  Care,  for  instance.  But  he's  done  it  in  a  very  sort  of   sly  way,  like  my  character's  tripped  over  something  on  the  road  and  said  'Oh  my  god,   how  much  is  this  going  to  cost  me?'…  it  will  be  something  that  I  have  drawn  out  of   watching  a  machinima,  so  I've  taken  saDre  and  I  have  turned  it  into  something  that's  a   bit  more  tangible.”  (GD10,  games  developer)    
  • 17. Co-­‐crea?on  &  the  economy   “…  these  days  games  development  companies  are  much  more,  or  way  hoQer  on   recruiDng  directly  from  dudes  who  sit  there  all  day  and  make  machinima.  The  reason  for   that  is  you  want  somebody  to  work  for  you  who  is  focussed  and  there's  nothing  more   focussed  than  siPng  there  with  your  favourite  game  and  turning  it  into  a  six  minute   short  film  or  a  three  minute  web  episode…  its  the  ones  that  are  connected  to  the   community  that  make  the  medicine  sweeter  in  games  development.”  (GD10,  games   developer)    
  • 18. Co-­‐crea?on  &  the  economy   “…  somebody  probably  has  done  it  [made  an  offensive  machinima],  but  nobody  would   have  cared.    So  in  terms  of  legal  and  license  agreement  issues,  I  think  that  there's   probably  some  stuff  in  [our  EULA]  to  try  to  protect  us  from  anybody  who  wants  to  sue   because  liQle  Johnny  downloaded  some  content  that  wasn't  suitable,  that  had  been   created  by  another  user…  Generally  those  are  just  accepted  as  'that's  what  happens',   when  you  put  something  out,  the  public  react  it.    I  don't  think  we  would  ever  bother   chasing  anybody  up  like  that  unless  they  were  deliberately  masquerading  something  as   'official'.  You  know,  as  long  as  its  clearly  a  fan-­‐made  thing  then  it  would  be  fine.”  (GD9,   games  developer)     “…  oNen  this  footage  is  already  in  the  public  domain,  if  you  are  playing  the   game.    You  can't  really...  copyright  is  something  that  is  being  used  by  many   people  in  the  public  domain  all  at  the  same  Dme,  it's  impossible  to  do   that…”  (GD10,  games  developer)    
  • 19. Co-­‐crea?on  &  the  economy   “…  its  like  a  parallel  with  the  major  record  labels  when  they  are  acDng  ahead,   jumping  ahead  of  something  they  don’t  understand.  So  I  think  that  has  long-­‐term   harmful  effects  on  both  sides…  Its  really  bonkers  when  the  law  doesn’t  keep  pace   with  what  people  want  to  do…”  (GD21,  games  developer)       “[interviewer:  the  XBox  OneTM,  I  turned  it  on  and  there  was  a  big  MachinimaTM  Dle…]   with  that  feature  our  games  are  quite  amenable  to  it  because  once  you've  played   through  the  game  and  unlocked  everything,  you've  basically  got  in  say  [xxx  game],   you've  got  nearly  200  [xxx  game]  characters  and  all  of  the  levels  are  available  and  the   open  world  hub  is  available  for  you  to  just  take...  I  suppose  in  that  respect,  even   though  we  don't  support  it  intenDonally,  its  gePng  easier  and  easier  nowadays  for   people  to  capture  fragments  from  games  and  put  stuff  together  if  they  want  to,  even   though  we  never  designed  it  that  way.”  (GD9,  games  developer)  
  • 20. Subversion  &  legi?macy   “…  if  you  haven’t  got  a  place...  somewhere  to  crystallise  the  experience,  you  won't  get  the   community  growing  from  it  –  and  I  think  this  idea  of  being  able  to  understand  the  nature   of  community  is  going  to  be  incredibly  important…  we  let  the  community  determine  that   themselves…  The  point  is,  we're  dealing  with  social  media  now  and  you  can't  follow  the   old  rules…  but  the  key  thing  is,  audience  counts.    So  knowing  who's  liked,  who's  followed,   who's  commented,  can  give  you  a  sense  of  what  the  game  is  about,  can  also  give  you  a   sense  of  what  that  person  is  about…”  (GD19,  games  developer)         “…  this  is  like  any  social  media,  it's  about  the   community  deciding  what's  good,  not  individuals   who  happen  to  be  in  power  deciding  what's  good…   there  are  these  kind  of  aPtudes  that  social   influence  should  bring  to  the  foreground,  the  values   that  are  important  around  a  topic.”  (GD19,  games   developer)  
  • 21. Subversion  &  legi?macy   “where  it  sits  in  digital,  there  are  new  types  of  vernacular  curatorial   which  don’t  need  the  profession  of  curaDng  because  these  are  largely   self  curated  communiDes...  in  terms  of  social  preferencing,  selecDng   filters  via  algorithms,  we’ve  got  a  new  world  ahead  of  us  and   machinima  fits  into  a  pioneering  form  of  that  which  is  really   interesDng...  Clearly  in  terms  of  mod  culture  or  mash-­‐up  culture,  all  of   these  go  back  to  the  1930s,  as  a  form  of  construcDvism,  or  the  noDon   of  montage  through  cinema,  or  glitch  culture,  none  of  this  is  new,  but   just  in  terms  of  the  widespread  nature  of  digital  technologies  and   doing  things  within  an  online  environment,  and  sharing  online,  makes   that  pervasive.”  (CFG19,  curator)    
  • 22. Subversion  &  legi?macy   “…  the  relaDonship  between  the  audience  and  the  work  is  so  much  stronger  because   they’ve  actually  contributed  to  that  work…  people  who  had  some  reason  to  be   interested,  experts  in  art  and  interacDve  design...”  (CFG13,  curator)      you  now  have  more  arDsts  that  use  machinima  as  a  medium,  in  between  many  others,   but  you  can’t  speak  about  them  as  game  arDsts  anymore  –  its  become  more  of  a  tool   and  its  not  the  only  way  of  expression.”  (CFG16,  curator)       “we  helped  enable  xxx  to  be  able  to  get  the  funds  by  working  with  them  on   promoDonal  materials  and  lending  our  legiDmacy…  we  provide  a  very  important  public   service  that  helps  [arDsts]  because,  what’s  the  point  of  all  this  work  being  made  if   people  don’t  see  it.  So  for  us  there  is  an  arDst  service  angle  to  what  we  are  doing  but   its  through  a  mediator,  an  organisaDon  that’s  focussed  on  the  makers  and   arDsts...”  (CFG4,  curator)          
  • 24. Future   •  4  phases  of  machinima  evolu?on   –  Phase  1:  Quake  Movies  (focal  period  1996-­‐1999)   –  Phase  2:  Academy  of  Machinima  Arts  &  Sciences   (focal  period  2000-­‐2008)   –  Phase  3:  Machinima.com  (focal  period  2009-­‐2014)   –  Phase  4:  Let’s  Play  (2014-­‐ongoing)    
  • 25. Future   Phases  of  machinima’s  emergence  as  visual  culture  (Harwood,  forthcoming)  
  • 26. Bridging  Gaps  in  the  Cultural  Economy     SHOWCASE  
  • 28. Diary  of  a  Camper     (Rangers,  1996)  
  • 30. Scout  v  Witch   (Nailbiter  Films,  2012)  
  • 31. I’ll  meet  you  on  the  other  side     (SaveMe  Oh,  2014)  
  • 32. Петро́вский  флюс  (a  Petrovsky  Flux)   (Toxic  Menges,  2010)  
  • 33. Portal  –  Meet  the  Cores   (Harry101UK,  2012)  
  • 34. Push,  Lainy  Voom  (2009)  
  • 35. Our  findings…   •  Appeals  to  male  and  female  crea?ves  in  all  age  groups,   including  amateur  and  professional  ar?sts  and  filmmakers   and  is  therefore  an  inclusive  medium   •  Unique  cultural  form  of  crea?ve  content,  built  upon  computer   games  but  extending  their  value  beyond  play  to  crea?ve,   collabora?ve,  performance  and  viewing  prac?ces   •  Transcends    a  range  of  arts  prac?ces,  encompassing   tradi?onal  and  contemporary  arts,  par?cularly  informing  and   enriching  other  new  media  arts  prac?ces  
  • 36. •  Develops  the  range  of  crea?ve  competencies  in  arts  (eg.,   digital)  and  filmmaking,  including  edi?ng,  wri?ng,   produc?on,  cinematography,  set,  sound  and  character   design,  music,  applica?ons  of  new  technologies  such  as   augmented  and  virtual  reality,  and  competencies  related  to   modding,  hacking  and  mashup   •  Mo?vates  and  inspires  crea?vity  and  collabora?on  with   crea?ve  industries      
  • 37. •  Reaches  audiences  beyond  those  targeted  by  games   developers  and  publishers,  fes?vals,  museums  and  galleries,   which  may  be  self-­‐sustaining  in  their  consump?on  of   machinima  crea?ve  prac?ces   •  Contributes  to  technology  product  development  including   hardware  and  soUware  through  tes?ng  and  prototyping  eg.,   development  of  large  scale  crea?ve  works,  applica?on  of  new   technologies     •  Bridges  gaps  between  community  of  prac?ce  and  the  cultural   and  crea?ve  sectors  
  • 38. Visit  our  project  website  and  follow  us  on  Twi‰er     for  discussion  and  project  report  on  research  into     the  cultural  values  of  machinima