Harwood, Co-curated Digital Culture: Machinima
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Co-curated Digital Culture: Machinima
Tracy Harwood
Senior Research Fellow
Institute of Creative Technologies, De Montfort University, The Gateway, Leicester,
LE1 9BH
tharwood@dmu.ac.uk
© ISAST
Manuscript received 5 October 2015
Abstract
This paper explores hybrid curatorial practices that have developed around digital
“socio-techno-cultural” practices such as machinima. Machinima is a creative cultural
movement that has evolved considerably since its emergence in 1996. The article
highlights interrelated themes of curatorial practice: co-evolving sense-making and
social consumption; creative cognition and exploratory visualization; technologies as
cultural intermediary; social products, materialized expression and collective
memory; capturing contexts through co-curation; and, sustainability and stability of
cultural capital. The article concludes that curation is a process of continually
evolving interpretation of the artefact, representing shifts in the technology landscape,
network of community members and audience interactions.
Introduction
This article summarizes research that has explored some of the pertinent issues in
digital curation of machinima as an important cultural movement, empirically
investigating perspectives and methods of curatorial practices among professional
digital arts and creator communities.
Machinima is a form of original creative content, generated using recordings and edits
of 3D computer gameplay [1]. It is a game-related cultural practice that emerged in
the mid 1990s and, within digital arts, is now widely recognized as a genre of
appropriation. Since the first short film, recognized by the community to be Diary of a
Camper [2], there have been tens of thousands of machinimas (“machine-animation-
cinema” films) produced and released via a range of online streaming services. The
collective experience of machinima culture has emerged through technology-mediated
environments, including specialist and generic social networking services such as
YouTube, Vimeo, TwitchTV and Machinima
TM
. There is, however, limited
recognition of the phenomenon as distinctive form of cultural heritage by firms
(organizations) holding content, intimating unstable and unsustainable access to
materials, with only limited and ad hoc preservation by professional curators
associated with contemporary media art museums and galleries. This is not least
because there is limited institutional development of approaches that present, collect,
document and preserve new media arts [3] [4]. Yet, as Dale [5] argues, online spaces
hold a wealth of information that requires new competencies and skillsets in content
curation among both professional and creator communities to realize its value as
cultural heritage.
Leonardo Just Accepted MS.
doi: 10.1162/LEON_a_01328
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