די לבריונות ברשת! יצירת קליפים במשחקי מחשב = אוריינות חדשה

Mashinima

די לבריונות ברשת! למה יצירת קליפים במשחקי מחשב היא אוריינות חדשה

This anti-bulling machinima clip using Sims 3 game engine to tell us a short story (in Heb) is another excellent example which supports an argument I've made publicly 5 years ago during my lecture "Possible Cultural implications of Machinima: A New Narrative Medium for the Y-[tube] Generation" at the First Israeli Popular Culture Conference: Rules of Disorder Shifting Boundaries, Emerging Realities and New Identities. I argued that:

"Machinima is a new narrative medium in which players develop a new kind of literacy."

Below you will find the full lecture abstract. Enjoy!

Possible Cultural implications of Machinima: A New Narrative Medium for the Y-[tube] Generation

Video games have become one of the main building blocks of our children's world (Gazit, in Press). Ellis (1983) argues that children usually play in groups, and when they don't, they share their experiences socially. Playing video games should be examined in social and cultural spheres that might be more important than the game itself.
This presentation focuses on game-based movie-making of the Y-[tube] generation (children 13-17 years of ages and adults 18-28 years of age). Machinima is movie-making by using virtual worlds and videogames engines, which has gained popularity among players (Cefrey, 2008).

The Machinima makers demonstrate a higher level of active participation compared to the majority of Bonk’s (2008) YouTube survey participants, preferring passive observation rather than creating their own YouTube videos.
Developments in 3D real time game engines, Massive Multiplayer On-line Role Playing Games (MMORPGs) platforms, high-band communications, and the emergence of game-based movie-makers communities, have paved the way to the extensive application of the Mashinima medium. Lowood (2008) suggests that players are learning to use game-based movie-making in order to express ideas and opinions important in their lives, ranging from politics and conflicts of real life to those of virtual worlds and game communities. Creating Machinima movies requires, apart from film making skills, the ability to convey new meaning
by collaborating with other actors on the scene, similar to regular movie-making (Hancock & Inqram, 2007). Moreover, hacking the game engine in order to create a “game mood”, a new game space and objects, requires programming skills. I argue that the new Machinima medium affords a new kind of literacy, which is a combination of cognitive, communication, artistic and visual skills. Moreover, there are commercial implications as the MTV's virtual world's music video competition shows (Sherman, 2007).
Bardzell et al., (2006) classified Machinima to four types according to the platforms used: Pure Machinima platforms, Hybrid Games, Pure Games and Modded Games.
Some of the cultural themes reflected in the Machinima created inside massively multiplayer on-line games (MMOGs), such as World of World Craft, RuneScape, Habbo Hotel, and virtual worlds, such as Second Life, will be presented.
From MTV’s music Mashinima mock ups, to original self expression stories. For example, the Machinima “make love not war” on Blizzard's World of Warcraft, represents in a funny and creative way the cultural gap between the children's world and the adult’s world. The ability to use ones imagination and see and experience from many different vantage points in MMORPGs, provides a new set of tools for imaginative and innovative thinking (Thomas & Brown, 2007).

The Israeli Machinima “Status Quo” made by Nir Matarasso and Gur Bentwich on the Unreal1 engine, is an example of the creative expression of their political views which highlights the absurdity of the Israeli-Palestine Conflict.
To conclude, I argue that the Machinima is a new narrative medium in which players develop a new kind of literacy and that this new medium deserves systematic examination for assessing its full cultural and cognitive implications.

Source:
Gazit, H. (2008). Possible Cultural implications of Machinima: A new narrative medium for the Y-[tube] Generation. Paper presented at the First Israeli Popular Culture Conference: Rules of Disorder Shifting Boundaries, Emerging Realities and New Identities, Cinematec Tel Aviv May 15, 2008.

מאת: ד"ר חנן גזית

Dr. Hanan Gazit holds a Ph.D. in the Learning Sciences from Tel-Aviv University, Israel. His research interests include digital games, gamification, learning in 3D virtual reality environments and eSports. He is an Academic lecturer and mentors computer science college students on game apps development. He is the Founder of juloot interactive and former CEO of MentaverSense Ltd. which developed 3D virtual worlds for training and simulations. Dr. Gazit advises leading Fortune 500 companies on using his gameful design framework to create engaging experiences for boosting results to success. He serves as a Business Mentor for gaming startups at the Inno-Negev Technology Accelerator. Additionally, He serves on the Advisory Board for blockchain startups StormX Inc. and MaxDataIO. Hanan is a keynote speaker, a gamer and a book author entitled: The Gameful Heroes' Future (in preparation). Moreover, he serves as the Middle East Co-Chair for the immersive Learning Network (iLRN) 2018 Conference and since 2007 he heads the Israeli Chapter of the Digital Games Research Association (DiGRA).