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Machinima production tools: a vernacular history of a creative medium

Published: 27 April 2013 Publication History

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.

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  • (2024)Building an Ethics-Focused Action Plan: Roles, Process Moves, and TrajectoriesProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642302(1-17)Online publication date: 11-May-2024
  • (2015)Material and Meaning in Tangible InteractionsProceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/2677199.2691609(453-456)Online publication date: 15-Jan-2015
  • (2013)Glitch, pleaseProceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces10.1145/2513506.2513525(175-184)Online publication date: 3-Sep-2013

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  1. Machinima production tools: a vernacular history of a creative medium

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    cover image ACM Conferences
    CHI '13: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
    April 2013
    3550 pages
    ISBN:9781450318990
    DOI:10.1145/2470654
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 27 April 2013

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    Author Tags

    1. creativity
    2. hci
    3. machinima
    4. medium

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    • (2024)Building an Ethics-Focused Action Plan: Roles, Process Moves, and TrajectoriesProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642302(1-17)Online publication date: 11-May-2024
    • (2015)Material and Meaning in Tangible InteractionsProceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/2677199.2691609(453-456)Online publication date: 15-Jan-2015
    • (2013)Glitch, pleaseProceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces10.1145/2513506.2513525(175-184)Online publication date: 3-Sep-2013

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