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The Machinima Reader$
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Henry Lowood and Michael Nitsche

Print publication date: 2011

Print ISBN-13: 9780262015332

Published to MIT Press Scholarship Online: August 2013

DOI: 10.7551/mitpress/9780262015332.001.0001

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Machinima and Modding: Pedagogic Means for Enhancing Computer Game Literacy

Machinima and Modding: Pedagogic Means for Enhancing Computer Game Literacy

(p.257) 15 Machinima and Modding: Pedagogic Means for Enhancing Computer Game Literacy
The Machinima Reader

Danny Kringiel

The MIT Press

This chapter discusses media literacy in greater detail, touching on its impact and necessity in video game cultures, and particularly the modding scene. Machinima and modding are special cases of the use of digital games. When turned into a machinima film or a mod, games are diverted from their original purpose—the player no longer follows the developer’s carefully prefabricated gameplay structures. Instead, she empowers herself to transform the game, to play creatively with its underlying structures, rules, and mimetic elements. It is exactly through this principle of deconstructing and rearranging the basic elements of video games that machinima and modding qualify as means for enhancing computer game literacy. The chapter differentiates and exemplifies several ways in which these practices are suited for enhancing the basic elements or skills of computer game literacy.

Keywords:   media literacy, video game culture, modding scene, machinima film

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