Tag Archive: remediation

Week 5 Reading Summary: Remediation

This weeks reading is focused on the idea of remediation, or recycling. Using one medium in another medium. An example would be the content of writing is speech and written word is the content of print. So you take one medium in one form like speech and turn it into another medium, like writing. This is the idea of digital media. They talk about several different ways you can do remediation. There is the option, like in a book that was turned into a film, to simply copy the story and plot and put it into film. You don’t want to make any references to the fact that the book is now a movie, just play out the book and let people watch their favorite story. The story content is simply borrowed. The goal is to have the reader have the same experience watching the movie as they did reading the book. Then there is copying a medium and not trying to change it exactly, just make it better. An example is an electronic encyclopedia. It is the same encyclopedia just easier to use and more easily available.The conclusion  is that, “re-purposing as remediation is both what is ‘unique to digital worlds’ and what denies the possibility of that uniqueness.” Basically the fact that the world wide web is all about re-purposing makes it unique but because they are just reusing mediums that already exist in different forms it makes it impossible for it to ever be unique.

Final Paper Project Critique

Steve Templeton
I310 Paper #3

Chris Terry: Halo Montage

Chris Terry’s Halo Montage is an interesting look into the culture of video games and how through technology we have created a culture around a new form of digital media. The video focuses on showing off the skill of the player, in this case Chris Terry, and has some cool video edits to allow the viewer a better shot of the action. While the video is a montage of action shots during Halo matches, the video does a great job of displaying what these type of fan videos are really about. Videos such as this one show to others within and outside of the culture of Halo what Halo is really all about. Youtube has been almost solely responsible for the ability for fans to share their creations to a huge audience. It is for this fan based culture that Chris and others spend countless hours creating videos to show to the world what they feel is something worth seeing. Some of the class concepts used to discuss this project includes machinma, principles of new media, and remediation.
Before talking about how class concepts tie into the project the video itself should be discussed and how editing the video plays a role in how the viewer will see the content. For this project many of the edits or effects used was to show off an awesome kill bad by the player. This type of editing is to allow the viewer the ability to see a how amazing the player is in killing other players. These editing tricks if you want to call them that allow the video creator the ability to show off their skills in multiple areas including game and video editing. Having watched a number of these type of videos it seems that the culture of video game videos has created the need or desire to display to the world their skills within the game.
The Halo culture and that of other video game intellectual properties (IP) exist because the fans of these games want to connect with other fans and share with others how cool they think of their chosen fandom. Machinma is the term given to this type of video which is created with the use of computer generated content mostly captured within a video game. Machinima is used in many different ways. From game-based reply (similar to this project) which allow individuals to see other players in-game as a form of rehearsal or learning method to completely new media creations (see Rooter Teeth’s Red Vs. Blue) (Lowood, 2011). The use of video games as the setting for machinma allows machinma creators the ability to use in-game content in the creation of their video. This focus on computers has changed the way we used to view content. In days long ago (in terms of technology) TV was our only method for watching an content on a subject. Now with the creation of the internet and sites such as youtube the landscape from which individuals can consume new media is staggering. Machinma simply would not exist without the internet. It is the internet that has allowed for fans of these video games to come together and create new media to share with other fans.
Using computerized video graphics, in the case of this project the game Halo, individuals are able to capture in-game footage and edit videos into whatever they choose. The use of computers to create these new media artifacts can be influenced by the very things used to create them. People expect the computer layer to influence the outcome of the cultural layer. (Manovich, 2001). This is clearly seen when looking at the internet and how it has shaped our culture over the last 20 years. It is the computer and the internet that has allowed for the creation of a video game culture to thrive in an environment that allows for individuals to create new media based on the individuals fanaticism.
Remediation is the final class concept I will use to talk about Chris’s Halo montage project. Machinma is the ultimate form of remediation by allowing individuals the ability to create a video (form of tv and film) which is based within a virtual realm (Grusin, 2002). The creation of media based solely on a video game using its own world as not only the backdrop but used to create the media shows how far we have come in the creation of new media. In days past remediation usually used old media (books) to create new media (movies) but with the use of computers the very media itself can be used to create new forms of media. Machinma is the ultimate form of remediation because it doesn’t require a source of media far removed from the original work.
Chris Terry’s Halo Montage is a great example of new media being created out of new media. This machinma project is a part of greater culture of video game media that has a history of being used to show off player skills, but also to allow members of the culture to connect through these new forms of media. Technology is really the key player in allowing individuals the ability to create these new forms of media. The internet and youtube are clearly the biggest contributors to and continue to be the major methods that people use in the process of creating new media. What might be one of the most interesting things about machinma is how they are just remediation’s of themselves. By using in-game footage of a game to then edit together new media shows how powerful remediation can become. The future of new media appears to be headed into a shifting wonderland of using itself in the creation of new media.

Grusin, J. D. (2002). Remediation: Understanding New Media. Cambridge, Mass: The MIT Press.
Lowood, H. (2011). The Machinma Reader. Cambridge, Mass: The MIT Press.
Manovich, L. (2001). The Language of New Media. Cambridge, Mass: Massachusetts Institue of Technology.

Chris Myles

Heather Wiltse


5 December 2011

Travis Ritchie and Kyle Daul – Fade Gaming Video and 3D Modeling


Gaming is a completely different social world in itself in comparison to life off of the Internet. There is always a high demand for more sources of entertainment, and to find entertainment in something that is presented well definitely gives an upper hand in getting people to play your game. Bolter’s article on Remediation: Understanding New Media, he describes how different forms of media are getting distributed throughout certain populations of people. In Fade Gaming their remediation of creating a game linked with a video about the game itself is a sort of new way of portraying information about the game they are developing. When a game is created there was just the game, now in today’s society you have games that are linked with videos, books, online communities, and apparel ect. These forms of remediation are all new to the communities in which they belong and Fade Gaming has done a good job starting off the making of their game with introduction videos about how it is being developed.

The new technology in today’s society allows for a community of people to devote skills and time to develop games in order to form social activism. Travis and Kyle were able to adopt a technology in order to develop guns and environments for their game. The time that it took to develop these skills in an on going process and Travis has a very good understanding on the concepts behind 3D modeling. Travis did a very good job developing the gun that he created for it being his first time modeling. A form of remixing was used when they made their introduction video because of the software used to record while he was in the process of modeling. Remixing the 3D modeling software with the FRAPS software used to record allows for an integration of technologies to form a new way of communication.

Engaging a population with a new media artifact can be tricky when trying to gain a community into participating about your product. Travis and Kyle’s game allows for an insight video to build a better relationship with the community they are trying to relate too. I think that the introduction video about the game, how it is being developed, who is helping develop, and what software’s are being used to create the game is a very effective artifact to communicate a greater message about this product. Providing information about their game and how the break down of the game is created also gives a status on how far along in the game building process they have come. If the continuation of this game is created, I think that weekly videos should be posted with the progress of their creation. This gives the community that plays the game a better connection to the creators, thus creating a relationship between the creator and the user.

I have never seen any one model before, seeing the video with snippets on how to model was very interesting to me. I was able to grasp a new sense on how things get modeled and develop thoughts about how games are created. This video was not just an information tool about a game that is being developed but it was also an educational video that I can learn concepts about how modeling takes place. I like the integration of the environment terrain building software, sound track software, 3D modeling, as well as the software used to record the initial video. The use of all of these technologies and being able to combine them into one single video, where the user clicks one button and are able to experience all of these emotions about how games are created. Overall the development of this game is very effective and they are on a good start to starting something that has potential in a big community. The relationship with the videos expands to a network of people that is outside of the gaming community to outreach in order to inform them that this game is out there. The community within the gaming culture is already going to be intrigued by this new game, but with the help of this video reaching another networks of people they have potential to expanding even outside of the gaming community for a participatory population.



Works Cited

Bolter, J. David, and Richard A. Grusin. Remediation: Understanding New Media. Cambridge, MA: MIT, 1999. Print.

Clarke, Language and Visual Artifacts, Print

Gershon, Ilana, The Break Up 2.0 Disconnecting over New Media, Cornell University Press, Print

Ritchie, Travis and Daul, Kyle, Fade Gaming Video, https://mediaartsandtech.wordpress.com/2011/11/21/final-project-travis-ritchie-fade-gaming/,




The Breakup 2.0 -Gershon

“What counts as a bad breakup?”

Gershon started out asking a class about the rules of dating which turned into a bigger and more fun research topic… “What do you think counts as a bad breakup?” Results showed that mediated breakups are the result of a handful of relationships–that is breakups via text message and popular social media websites such as Facebook. What is wrong with this…it matters. “People’s ideas about the medium shape the ways that medium will deliver a message. No matter what is actually said, the medium becomes part of what is being communicated.” This is where media ideologies come into the picture. What people think about the media is used to shape the way one uses media.

Media ideologies can be described with Bolter and Grusin’s term “remediation.” Calling someone on a cell phone can be linked to writing and e-mail to that person or using instant message to get a hold of someone. These ideologies also revolve around the idea that the structure of technology shapes the ways one can use to communicate. In my opinion a 160-character limit is not acceptable when trying to explain what needs to be said in a respectful and mature manor.

It is said that society doesn’t concoct their media ideologies on their own. People develop their opinions and beliefs about certain media through idioms of practice–meaning people influence each other upon figuring out uses of the media along with obtaining advice and sharing stories with each other throughout the media. It is said that these idioms are formed because technologies, especially newer technologies, present a sense of social and technical issues. For instance, you’re at a bar and in a fight with your significant other and you ask your friend for advice upon what to say and when you should send that angry text thus coming to a consensus by observation and communication with other people.

In this book, Gershon lays out a map for understanding how “the newness of new media is socially constructed by looking at the moments when communication is most fraught and when etiquette, perhaps, is most needed.” The focus about mediated breakups presents information about people’s media ideologies and how people experience these certain medias as new. These mediated breakups are “used as a starting point for understanding how people think about and use different media.”



Pandora internet radio is a good example of remediation of media because it uses the idea of the traditional radio but changes it into a more personal experience. Pandora still will play set stations of music with commercials but now it allows you the opportunity to create your own stations with artists you want to hear. It has not taken over radio entirely but it has changed it into a new form to make it better which makes it a remediation of radio.

In this article Bolter is trying to argue that remediation is a defining characteristic of the new digital media. He has good points when he says that an encclopedia on disc is not the same as a printed encyclopedia. They still call it an encyclopedia so that you know what it is and they try to make the computer have seamless interuption of your access to this dictionary. It makes it easier for you to use it and they call it a better way because you can do searches quicker. He also has a good point when he talks about the electronic behavior control systems takes old movie clips and inserts them into something that takes them way out of context, and therefor makes us more aware of the original clip and the new clip. Gives us a sense of knowing what the old media is so that we can critique the new one.

I also like how he critiques media theorist Steven Holtzman who talks about how the process of remediation will be left behind in the future, but Bolter disagrees with him  because he knows that media change cannot be significant enough to not be able to be compared to the past devices like this, and even if it does happen then they will be compared to their first generation of the product again down the line which is another form of remediation. This means that remediation is a constant process and that it wont be left behind at least in the foreseen future. He also restates at the end that re-purposing as remediation is both what is “unique to digital worlds” and what denies the possibility of that uniqueness. An interesting statement that shows we will always be comparing uniqueness of objects to other objects from the past that had the same uniqueness at one point.