2021
DOI: 10.1177/17468477211025661
|View full text |Cite
|
Sign up to set email alerts
|

Breaking The Stack: Understanding Videogame Animation through Tool-Assisted Speedruns

Abstract: This article examines the ways videogames become animated by looking at gaming practices that subvert traditional notions of play: specifically tool-assisted speedruns (TAS). A TAS is a playthrough of a videogame that is preprogrammed by a human so that the inputs can be automatically played back in full without a human operator. This practice requires an intimate knowledge of the inner workings of gaming systems, often to the point of productively breaking the games through glitches and exploits. These extrem… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
1
1

Relationship

0
2

Authors

Journals

citations
Cited by 2 publications
(1 citation statement)
references
References 18 publications
0
1
0
Order By: Relevance
“…These scholars offer a general, and brief, nod to the relationship between animation and interactivity, but this article picks up where they leave off by interrogating a specific form (the walk cycle) in two exemplary video games. While some scholarship (Greenberg, 2021; Schmalzer, 2021) uses animation to metaphorically understand players’ gameplay as effectively ‘animating’ the game, it has not focused on the actual animation of video games, that is, how a string of still images composes a moving image. By focusing on the walk cycle, this article argues for a different approach to studying interactive animation – as a site of conflicts and negotiations.…”
Section: Video Games As Interactive Movementmentioning
confidence: 99%
“…These scholars offer a general, and brief, nod to the relationship between animation and interactivity, but this article picks up where they leave off by interrogating a specific form (the walk cycle) in two exemplary video games. While some scholarship (Greenberg, 2021; Schmalzer, 2021) uses animation to metaphorically understand players’ gameplay as effectively ‘animating’ the game, it has not focused on the actual animation of video games, that is, how a string of still images composes a moving image. By focusing on the walk cycle, this article argues for a different approach to studying interactive animation – as a site of conflicts and negotiations.…”
Section: Video Games As Interactive Movementmentioning
confidence: 99%