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A tribute to Mad skill: expert amateur visuality and world of Warcraft Machinima

Published: 27 April 2013 Publication History

Abstract

In this paper, we look at the prominent World of Warcraft machinima community as an expert amateur online com-munity and present a multi-part study of a canon of the most successful works (i.e., machinima videos) produced by this community. By focusing our study on its roughly 300 most successful examples, the determination of which we explain in the paper, we are able to highlight the evolv-ing visual practices, tools, and aesthetic sensibilities of the community. Chiefly, our study identifies how creativity support tools and visual practices are inextricably linked and mutually support the in-kind development of the other. For WoW machinima and its producers, the affordance of creativity tools and the cultivation of visual skill synced at key moments and in powerful ways to support the rapid growth, experimentation, and refinement of amateur exper-tise at the individual and community levels.

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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
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    Published: 27 April 2013

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    Author Tags

    1. creativity
    2. expert amateurs
    3. machinima
    4. visuality

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    CHI '13 Paper Acceptance Rate 392 of 1,963 submissions, 20%;
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    Cited By

    View all
    • (2023)“Anything a Guardian Does Is Canonical”: Player Understanding of Canon in DestinyProceedings of the ACM on Human-Computer Interaction10.1145/36110297:CHI PLAY(237-263)Online publication date: 4-Oct-2023
    • (2022)"We're so much more than the in-game clan": Gaming Experiences and Group Management in Multi-Space Online CommunitiesProceedings of the ACM on Human-Computer Interaction10.1145/35551196:CSCW2(1-29)Online publication date: 11-Nov-2022
    • (2021)"Be Gay, Do Crimes": The Co-Production and Activist Potential of Contemporary FanzinesProceedings of the ACM on Human-Computer Interaction10.1145/34795205:CSCW2(1-35)Online publication date: 18-Oct-2021
    • (2021)Tools, Tricks, and Hacks: Exploring Novel Digital Fabrication Workflows on #PlotterTwitterProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445653(1-15)Online publication date: 6-May-2021
    • (2018)Twenty Years of Creativity Research in Human-Computer InteractionProceedings of the 2018 Designing Interactive Systems Conference10.1145/3196709.3196732(1235-1257)Online publication date: 8-Jun-2018
    • (2015)The Proper Care and Feeding of HackerspacesProceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems10.1145/2702123.2702522(629-638)Online publication date: 18-Apr-2015
    • (2014)Paradigms of games research in HCIProceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play10.1145/2658537.2658708(27-36)Online publication date: 19-Oct-2014
    • (2014)How players value their characters in world of warcraftProceedings of the 17th ACM conference on Computer supported cooperative work & social computing10.1145/2531602.2531661(1333-1343)Online publication date: 15-Feb-2014

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