- Title Pages
- Series Foreword
- Preface
- Acknowledgments
- Introduction: The Paradox of Voice
-
I Capturing Voice -
1 Vox Humana: The Instrumental Representation of the Human Voice -
2 Before the Beep: A Short History of Voice Mail -
3 Voice-Cast: The Distribution of the Voice via Podcasting -
4 Four Rooms -
5 The Crackle of the Wire: Media, Digitization, and the Voicing of Aboriginal Languages -
II Performing Voice -
6 Doing Things with Voices: Performativity and Voice -
7 Voice, Dance, Process, and the “Predigital”: Simone Forti and Yvonne Rainer in the Early 1960s -
8 Raw Orality: Sound Poetry and Live Bodies -
9 Vocal Textures -
10 Professor VJ’s Big Blog Mashup -
III Reanimating VOICE -
11 Carbon and Silicon -
12 Cheats or Glitch?: Voice as a Game Modification in Machinima -
13 Filmic Voices -
14 Voice, Videogames, and the Technologies of Immersion -
15 The Play of the Voice: The Role of the Voice in Contemporary Video and Computer Games -
IV At the Human Limits of VOICE -
16 Humming -
17 “Digital Ghosts”: Voice and Migratory Hauntings -
18 Media Voices: Beyond Talking Heads -
19 Vocalizing the Posthuman - Contributors
- Index
Cheats or Glitch?: Voice as a Game Modification in Machinima
Cheats or Glitch?: Voice as a Game Modification in Machinima
- Chapter:
- (p.225) 12 Cheats or Glitch?: Voice as a Game Modification in Machinima
- Source:
- VOICE
- Author(s):
Isabelle Arvers
- Publisher:
- The MIT Press
Hugh Hancock, the author of Machinima for Dummies, defines machinima as a technique used to produce films inside virtual realities. Machinima is a new cinematographic genre that combines the notions of cinema, machine, and animation and which represents an encounter between a film and a game, with gamers turning into film directors. In machinima, voices appear as the human side of the virtual game environment and become game modifications, transforming the original game function and creating a new set of meanings to the virtual reality initially imagined by game developers. This chapter explores voice as a game modification in machinima, and how machinima is linked to video and computer games. It also considers voice recording and editing in machinima, how voice is related to image, how theater and improvization influence machinima performance, and natural voice versus special effects in machinima.
Keywords: machinima, voice, cinema, computer games, virtual reality, natural voice, special effects, image, theater, animation
MIT Press Scholarship Online requires a subscription or purchase to access the full text of books within the service. Public users can however freely search the site and view the abstracts and keywords for each book and chapter.
Please, subscribe or login to access full text content.
If you think you should have access to this title, please contact your librarian.
To troubleshoot, please check our FAQs, and if you can't find the answer there, please contact us.
- Title Pages
- Series Foreword
- Preface
- Acknowledgments
- Introduction: The Paradox of Voice
-
I Capturing Voice -
1 Vox Humana: The Instrumental Representation of the Human Voice -
2 Before the Beep: A Short History of Voice Mail -
3 Voice-Cast: The Distribution of the Voice via Podcasting -
4 Four Rooms -
5 The Crackle of the Wire: Media, Digitization, and the Voicing of Aboriginal Languages -
II Performing Voice -
6 Doing Things with Voices: Performativity and Voice -
7 Voice, Dance, Process, and the “Predigital”: Simone Forti and Yvonne Rainer in the Early 1960s -
8 Raw Orality: Sound Poetry and Live Bodies -
9 Vocal Textures -
10 Professor VJ’s Big Blog Mashup -
III Reanimating VOICE -
11 Carbon and Silicon -
12 Cheats or Glitch?: Voice as a Game Modification in Machinima -
13 Filmic Voices -
14 Voice, Videogames, and the Technologies of Immersion -
15 The Play of the Voice: The Role of the Voice in Contemporary Video and Computer Games -
IV At the Human Limits of VOICE -
16 Humming -
17 “Digital Ghosts”: Voice and Migratory Hauntings -
18 Media Voices: Beyond Talking Heads -
19 Vocalizing the Posthuman - Contributors
- Index