Machinima as a Political or Artistic Detournement of Video Games
Symposium:
Session Title:
- Voicing Electronic Arts
Presentation Title:
- Machinima as a Political or Artistic Detournement of Video Games
Presenter(s):
Venue(s):
Abstract:
Panel: Voicing Electronic Arts
This paper presents Machinima as a political or artistic detournement of video games. By using virtual spaces and changing perspective as an artistic strategy, machinima allow a distanced critique of a simulated world. They tend to erase the boundaries between reality and fiction and redefine the transgressive power of the game. As Guy Debord states in The Society of the Spectacle, “There, where the real world is changing into simple images, simple images become real human beings and efficient motivations for an hypnotic behavior.” Machinima re-actualize the Situationist conception of cinema in which voices in dialogs, or interviews, or voice over and images, act as different layers of content.
In the purest hacking tradition, machinima can be perceived as a «detournement» or a diversion of mass media to become a means of expression, political or artistic… Machinima represents the particular moment when gamers begin to produce content and where games become tools of expression. These movies are mostly narrative, but they can also be experimental, artistic, or related to music, documentaries, ads, and feature films. They can be seen as a new way of representation in the digital age, along with 3D animation, digital cinema, or video. Machinima has a huge potential because it uses mass consumption objects that are games, to help people self-express. A recent French study showed that 99.8 % of teenagers play video games daily. Therefore, it can be said that games surround our everyday life. This is the reason why it is meaningful to diffuse a cinematographic genre using games and open source tools, to make movies and artworks, enabling and amplifying other ways for people to express themselves.