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Papers

Here you can download a selection of published papers by Andy Clarke and Grethe Mitchell.

Click on the title to download the article.

 

  • Videogame Art: Remixing, Reworking and Other Interventions (159 KB)
    Grethe Mitchell, Andy Clarke
    This paper explores areas of intersection between videogames and both digital and non-digital art practice. By looking at examples of art practice drawn from videogames, it outlines some categories and so provides an overview of this area, placing it within the wider context of contemporary and historical art practice. The paper explores the tendency for much of this work to have elements of subversion or "detournement" whilst also identifying areas of tension in the appropriation of videogames as material for art practice
     
    [ Recommended reference: Mitchell G. & Clarke A. "Videogame Art: Remixing, Reworking and Other Interventions" in Copier, M. & Raessens, J. (Eds) 2003 Level Up Digital Games Research Conference, Universiteit Utrecht, Netherlands and DIGRA (Digital Games Research Association) pp 338-348.]
     
  • Film and the Development of Interactive Narrative (36 KB)
    Andy Clarke, Grethe Mitchell
    This paper explores narration in film and in videogames, virtual environments and interactive narratives. Particular attention is given to their use of the continuity of time, space and action and this is used as a means of classifying different types of work. The authors argue that the the creators of these videogames need to have more authorial presence and that this can only be done through abandoning their traditional reliance on the continuity of time, space and action.
     
    [ Recommended reference: Clarke A. & Mitchell G. "Film and the Development of Interactive Narrative"; in Balet O., Subsol G. & Torquet P. 2001 Virtual Storytelling: Using Virtual Reality Technologies for Storytelling Springer, Berlin, Germany. pp 81-89]
     
  • Screen Play: Film and the Future of Interactive Entertainment (59 KB)
    Andy Clarke, Grethe Mitchell
    This paper looks at existing computer games and virtual environments from the perspective of film theory and practice. From this, we will draw conclusions about the ways in which the designers of computer games and virtual environments can use what has been discovered in the study of film to build more interesting, engaging and entertaining interactive narratives.
     
    [ Recommended reference: Clarke, A. & Mitchell, G. "Screenplay: Film and the Future of Interactive Entertainment" in Earnshaw, R. & Vince, J. (Eds.) 2001 Digital Content Creation Springer-Verlag London, UK. pp 9-19]
     
  • Playing with Film Language (58 KB)
    Andy Clarke, Grethe Mitchell
    Film has, over the years, developed a highly sophisticated language aimed at telling stories in as clear and effective a way as possible - techniques such as camera placement, shot framing and editing have established conventions well understood by the audience. Thus, a shot looking down on a character signifies weakness, or a certain sequence of shots will show that one character is remembering their past, and so on. As videogames have become more sophisticated, they have been able to borrow from this language and these conventions; games designers are using the computer screen not to provide a static view of essentially abstract action (as in games such as Space Invaders or Tetris), but rather as the view through a "virtual camera" which they can move around to follow the action. This paper analyses the mise-en-scene of videogames in the context of film theory and practice, concentrating in particular on the use of viewpoint in videogames. We analyse three of the most used viewpoints in videogames and consider their implications for player identification and narrative.
     
    [ Recommended reference: Clarke, A. & Mitchell, G. "Playing with Film Language" in Coulter-Smith, G. (Ed) 2000 The Visual-Narrative Matrix, Fine Art Research Centre, Southampton Institute, Southampton UK. pp 85-89]
     
Copyright

These publications may be used for educational and research purposes, and for criticism or review.

Commercial use or redistribution is restricted and only by permission.

For enquiries about use, please email: info at transformreality dot com.

 

 
News

 

Chiptunes byte back!
On 26th September, we presented our new paper on videogame music at the DIGRA 2007 Conference, University of Tokyo, Japan.

 

 

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