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Original Articles

High-performance play: The making of machinima

Pages 25-42 | Published online: 03 Jan 2014

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Read on this site (6)

Winfried Gerling. (2018) PHOTOGRAPHY IN THE DIGITAL. photographies 11:2-3, pages 149-167.
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Mark Latonero & Aram Sinnreich. (2014) The hidden demography of new media ethics. Information, Communication & Society 17:5, pages 572-593.
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Tracy Harwood & Tony Garry. (2010) ‘It's Mine!’ – Participation and ownership within virtual co-creation environments. Journal of Marketing Management 26:3-4, pages 290-301.
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Jenifer Vandagriff & Michael Nitsche. (2009) Women creating machinima. Digital Creativity 20:4, pages 277-290.
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Aram Sinnreich, Mark Latonero & Marissa Gluck. (2009) ETHICS RECONFIGURED. Information, Communication & Society 12:8, pages 1242-1260.
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Articles from other publishers (37)

Madison Schmalzer. (2021) Breaking The Stack: Understanding Videogame Animation through Tool-Assisted Speedruns. Animation 16:1-2, pages 64-82.
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Michelina Occhioni & Eleonora Paris. 2021. Handbook of Research on Teaching With Virtual Environments and AI. Handbook of Research on Teaching With Virtual Environments and AI 316 340 .
Fanny Barnabé. (2020) Rhétorique narrative du machinima : polyphonies et saillances d’une narration sous contrainte. Cahiers de Narratologie:37.
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Emma Witkowski & James Manning. (2018) Player power: Networked careers in esports and high-performance game livestreaming practices. Convergence: The International Journal of Research into New Media Technologies 25:5-6, pages 953-969.
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James Newman. (2019) Wrong Warping, Sequence Breaking, and Running through Code. Journal of the Japanese Association for Digital Humanities 4:1, pages 7-36.
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Jih-Hsuan Tammy Lin, Nicholas Bowman, Shu-Fang Lin & Yen-Shen Chen. (2019) Setting the digital stage: Defining game streaming as an entertainment experience. Entertainment Computing 31, pages 100309.
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Sarah-Kristin Thiel & Peter Lyle. (2019) Malleable Games - A Literature Review on Communities of Game Modders. Malleable Games - A Literature Review on Communities of Game Modders.
Ylva Lindberg. 2019. Virtual Sites as Learning Spaces. Virtual Sites as Learning Spaces 121 152 .
Des Butler. 2018. Authentic Virtual World Education. Authentic Virtual World Education 153 173 .
Keith B Wagner & In-gyoo Jang. (2016) The 3-D Animated Codescape: Imperfection and Digital Labor Zones in Wall-E (2008) and Wreck-It Ralph (2012) . Animation 11:2, pages 130-145.
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Fanny Barnabé. (2015) Les détournements de jeux vidéo par les joueurs.Detournements of videogames by players: an incarnation of play. RESET:4.
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Tracy Harwood, Tony Garry & Mike Uwins. (2015) Machinima: Extending brand reach. Journal of Consumer Behaviour 14:6, pages 378-388.
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Olli Sotamaa & Hanna Wirman. 2015. The International Encyclopedia of Digital Communication and Society. The International Encyclopedia of Digital Communication and Society 1 10 .
William H. Hsu. 2015. STEM Education. STEM Education 68 94 .
William H. Hsu. 2015. Open Source Technology. Open Source Technology 336 363 .
Antoni Roig, Gemma San Cornelio, Jordi Sánchez-Navarro & Elisenda Ardèvol. (2013) ‘The fruits of my own labor’: A case study on clashing models of co-creativity in the new media landscape. International Journal of Cultural Studies 17:6, pages 637-653.
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Aram Sinnreich & Mark Latonero. (2014) Tracking Configurable Culture From the Margins to the Mainstream. Journal of Computer-Mediated Communication 19:4, pages 798-823.
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Cynthia Carter Ching & Anthony W. Hursh. (2014) Peer modeling and innovation adoption among teachers in online professional development. Computers & Education 73, pages 72-82.
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Hanna Wirman. (2014) Gender and Identity in Game-Modifying Communities. Simulation & Gaming 45:1, pages 70-92.
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Hanna Wirman. (2013) Playing by Doing and Players’ Localization of The Sims 2 . Television & New Media 15:1, pages 58-67.
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Paolo Burelli & Mike Preuss. 2014. Applications of Evolutionary Computation. Applications of Evolutionary Computation 361 373 .
William H. Hsu. 2013. Open-Source Technologies for Maximizing the Creation, Deployment, and Use of Digital Resources and Information. Open-Source Technologies for Maximizing the Creation, Deployment, and Use of Digital Resources and Information 253 280 .
Gregor White & Nicola Searle. 2013. Changing the Rules of the Game. Changing the Rules of the Game 28 47 .
Débora Krischke Leitão & Laura Graziela Gomes. (2012) Machinima and ethnographic research in three-dimensional virtual worlds. Vibrant: Virtual Brazilian Anthropology 9:2, pages 292-318.
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Nicolas Auray & Fanny Georges. (2012) Les productions audiovisuelles des joueurs de jeux vidéo. Réseaux n° 175:5, pages 145-173.
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Tracy Harwood. (2012) Emergence of Gamified Commerce. Journal of Electronic Commerce in Organizations 10:2, pages 16-39.
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Alexander Knorr. 2012. Raum, Zeit, Medienbildung. Raum, Zeit, Medienbildung 135 153 .
T. L. Taylor. 2011. The Handbook of Internet Studies. The Handbook of Internet Studies 369 383 .
Yasmin B. Kafai & Kylie A. Peppler. (2011) Youth, Technology, and DIY. Review of Research in Education 35:1, pages 89-119.
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Tracy Harwood. 2011. Virtual Worlds and E-Commerce. Virtual Worlds and E-Commerce 61 89 .
Ruck Thawonmas & Akira Fukumoto. 2011. Intelligent Interactive Multimedia Systems and Services. Intelligent Interactive Multimedia Systems and Services 153 162 .
Mark Christensen van Langeveld & Robert Kessler. (2010) Digital visualization tools improve teaching 3D character modeling. Digital visualization tools improve teaching 3D character modeling.
Mark van Langeveld & Robert Kessler. (2009) Educational impact of digital visualization and auditing tools on a digital character production course. Educational impact of digital visualization and auditing tools on a digital character production course.
Mark Christensen van Langeveld & Robert Kessler. (2009) Two in the middle. ACM SIGCSE Bulletin 41:1, pages 463-467.
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Mark Christensen van Langeveld & Robert Kessler. (2009) Two in the middle. Two in the middle.
Olli Sotamaa. (2016) Let Me Take You to The Movies. Convergence: The International Journal of Research into New Media Technologies 13:4, pages 383-401.
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Jill Kedersha McClay, Margaret MacKey, Mike Carbonaro, Duane Szafron & Jonathan Schaeffer. (2016) Adolescents Composing Fiction in Digital Game and Written Formats: Tacit, Explicit and Metacognitive Strategies. E-Learning and Digital Media 4:3, pages 273-284.
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