Executive Summary
For almost thirty years, the concept of a computer-generated entertainment system has captured the imagination of writers, researchers, and countless children and adults who demanded more interactivity in their play. As video games have developed, so too have the modes of discourse in talking about those games. Machinima, video projects created from video game footage, originally only recounted the successes of individual gamers and small groups.
Machinima has shifted into the mainstream in the past few years. In addition to marketing, some aspects of video game culture can only be communicated by machinima projects. Also, communities focused on making social or political statements will use video games either as either their prime targets or as their canvas for building their message. Several examples of user-generated content have sprung into popular culture, from the six o’clock news to prime time broadcasting.
Given that so many sectors have taken advantage of the various aspects of machinima production, this thesis will examine machinima as a mode of discourse, as well as the means by which machinima developers build their arguments. I will select three examples of different kinds of machinima videos, focusing especially on those projects which try to build an argument. I will apply classic rhetorical theories, game theory, and new media development theories such as espoused by Ulmer and Bolter to these projects. By using these theories, I hope to examine not only the technological aspects of machinima, but also the rhetorical aspects and how best to combine them to build effective game discourse.
1 comment:
Great start. Interesting project. Total coolness.
That being said, I do think you need at least a one sentence transition explaining how Machinima is discourse (or that's what you're going to prove...or something). Right now the transition between your discussion of discourse and your discussion of Macinima is too wide an intellectual gap.
DTR
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