MACHINIMA AND ART IN DIGITAL AGE

 This article aims to investigate a new type of digital media: Machinima (the combining ‘machine’ and ‘animation’), a new way of making films within a real-time virtual environment. Also, Machinima can be thought as a new product, which was born in th...

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Detalles Bibliográficos
Autor: Gregolin, Maíra
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2008
País:Brasil
Institución:Universidade Estadual do Oeste do Paraná (UNIOESTE)
Repositorio:Travessias (Cascavel. Online)
Idioma:portugués
OAI Identifier:oai:ojs.e-revista.unioeste.br:article/2863
Acceso en línea:https://e-revista.unioeste.br/index.php/travessias/article/view/2863
Access Level:acceso abierto
Palabra clave:Machinima
Jogo eletrônico
Cinema
Narrativas digitais.
Descripción
Sumario: This article aims to investigate a new type of digital media: Machinima (the combining ‘machine’ and ‘animation’), a new way of making films within a real-time virtual environment. Also, Machinima can be thought as a new product, which was born in the hybrid systems, providing new poetics and converging to the aesthetics of interactivity, incorporation and immersion – keywords which make visible the articulation of the subjects with the languages of the machine. Based on speeches that analyze the emergence of new cultural products that affect in every sense a contemporary sociability, this work part of the following questions: a) in terms of production, what is the relationship between Machinima and the genres that are in its base (electronic game / movie/animation)? b) which are the effects of hybridization of genres and techniques in the architecture of the Machinima? C) which are the changes that digital technology in Machinima provoke in filmic production?