Research Article
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“Machinima” as a Form of Animation

Year 2018, Volume: 4 Issue: 7, 1 - 7, 21.06.2018

Abstract

Digital games which consist of software and animation, reveal with the cultural accumulation a new

and hybrid type known as “machinima”. This study aims to investigate machinima which is considered as

cinematography to being an animated cinema created with digital gaming technology. The principals

of “digital game based animation productions” is studied in the constituents of art in game theory with

the purpose of analyzing animation and cinema in digital games.

References

  • Araujo, M.S. Carvallo, F.G, Vasconcellos, M.S. (2016). Interprocedurality: Procedural Intertextuality in Digital Games, Contemporary Research on Intertextuality in Video Games, ed. Duret, C. ve Pons, M.P. ABD: IGI Global, s: 235-252.
  • Çatak G. (2005). Game Noir, Seyir Sinema Dergisi, Sayı: 1-2. İstanbul: Yaz.
  • Dillon, R. (2011). The Golden Age of Video Games, The Birth of a Multi-Billion Dollar Industry. USA: A K Peters/CRC Press.
  • Huizinga, J. (2015). Homo Ludens, Oyunun Toplumsal İşlevi Üzerine Bir Deneme. İstanbul: Ayrıntı Yayınları.
  • Lowood, H. (2007a). High-PerformancePlay: The Making of Machinima. Videogames and Art, ed. Clarke, A. ve Mitchell, G, İngiltere: Intellect Books, s: 59-79.
  • Lowood, H. (2007b). Found Technology: Players as Innovators in the Making of Machinima. Digital Youth, Innovation, and the Unexpected, ed. Tara McPherson, USA: M.I.T Press, 166-195.
  • Veugen, C. (2012). ‘And What Do You Play?; Computer Games as a Comparative Medium: A Few Cautionary Remarks’. ed. Fromme, J. ve Unger, A. Computer Games and New Media Cultures A Handbook of Digital Games Studies. ABD: Springer, s: 47-60.

Canlandırma Sineması Formu Olarak “Machinima”

Year 2018, Volume: 4 Issue: 7, 1 - 7, 21.06.2018

Abstract

Yazılım ve animasyonun bileşiminden oluşan dijital oyunlar, oluşturduğu kültürel birikimle yeni

ve melez bir tür olarak machinima’yı ortaya çıkarmıştır. Bu çalışma; sinema yapma biçimi olarak

düşünülen machinima’nın, dijital oyun teknolojisiyle oluşturulan bir canlandırma sineması formu

olmasını soruşturmaktadır. Dijital oyun tabanlı animasyon yapımının dayanakları, dijital oyunları

oluşturan sanatsal bileşenlerde aranarak, dijital oyunlarda sinema ve canlandırma sinemasının

çözümlemesi amaçlanmıştır.

References

  • Araujo, M.S. Carvallo, F.G, Vasconcellos, M.S. (2016). Interprocedurality: Procedural Intertextuality in Digital Games, Contemporary Research on Intertextuality in Video Games, ed. Duret, C. ve Pons, M.P. ABD: IGI Global, s: 235-252.
  • Çatak G. (2005). Game Noir, Seyir Sinema Dergisi, Sayı: 1-2. İstanbul: Yaz.
  • Dillon, R. (2011). The Golden Age of Video Games, The Birth of a Multi-Billion Dollar Industry. USA: A K Peters/CRC Press.
  • Huizinga, J. (2015). Homo Ludens, Oyunun Toplumsal İşlevi Üzerine Bir Deneme. İstanbul: Ayrıntı Yayınları.
  • Lowood, H. (2007a). High-PerformancePlay: The Making of Machinima. Videogames and Art, ed. Clarke, A. ve Mitchell, G, İngiltere: Intellect Books, s: 59-79.
  • Lowood, H. (2007b). Found Technology: Players as Innovators in the Making of Machinima. Digital Youth, Innovation, and the Unexpected, ed. Tara McPherson, USA: M.I.T Press, 166-195.
  • Veugen, C. (2012). ‘And What Do You Play?; Computer Games as a Comparative Medium: A Few Cautionary Remarks’. ed. Fromme, J. ve Unger, A. Computer Games and New Media Cultures A Handbook of Digital Games Studies. ABD: Springer, s: 47-60.
There are 7 citations in total.

Details

Primary Language Turkish
Journal Section Research Articles (Double blind peer reviewed and open to be indexed)
Authors

Engin Deniz Erbaş

Publication Date June 21, 2018
Submission Date May 2, 2018
Published in Issue Year 2018 Volume: 4 Issue: 7

Cite

APA Erbaş, E. D. (2018). Canlandırma Sineması Formu Olarak “Machinima”. İstanbul Aydın Üniversitesi Güzel Sanatlar Fakültesi Dergisi, 4(7), 1-7.


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