Today we take a slight detour from our series on editorial games
to celebrate an editorial machinima of exceptional quality, produced by
everyone's favorite editorial game creator: La Molleindustria's Paolo
Pedercini.

It isn't easy writing about thinking, talking, or writing about machinima. One of my professors (Michael Nitsche, who I just found out is heavily cited on the Wikipedia entry on the subject) is hopelessly obsessed with augmented reality and digital performance, so last semester he dragged us through the "serious" machinima canon in an effort to inspire us into creating cinematic experiences within the 3D prototype worlds we were creating. I can honestly say that I don't remember a single one of them, except perhaps the fact that many featured Half Life 2's G-Man. Comedy is there, as evidenced by the broad popularity and honing of craft achieved by Rooster Teeth's Red vs. Blue, but I've yet to see a dramatic or serious piece that worked for me.



In the course of our research we have examined how games or game-like interactive
applications have been incorporated into some news outlets. But how do
all these experimentations from the media industry relate to the
training of future journalists and the research being done at
Journalism schools? Is there a space for videogames in J-school academia?



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