Now showing items 1-2 of 2
Alternate Reality Games as Platforms for Practicing 21st-Century Literacies
(International Journal of Learning and Media, 2013)
“A Counter-Friction to the Machine”: What Game Scholars, Librarians, and Archivists Can Learn from Machinima Makers about User Activism
(SAGE Publications, 2011-04)
The author examines the legal issues associated with machinima creation in relation to archival and preservation efforts. Specifically, she argues that what makes machinima as a cultural practice particularly interesting ...