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The Machinima Reader

Henry Lowood and Michael Nitsche (eds)

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015332
eISBN:
9780262295369
Item type:
book
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015332.001.0001
Subject:
Computer Science, Game Studies

Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by ... More


Introduction

Henry Lowood and Michael Nitsche

in The Machinima Reader

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015332
eISBN:
9780262295369
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015332.003.0001
Subject:
Computer Science, Game Studies

This chapter first sets out the book’s main goals, which are to introduce to a broad readership the various debates that have emerged in the machinima community and to provide a primary resource for ... More


Video Capture: Machinima, Documentation, and the History of Virtual Worlds

Henry Lowood

in The Machinima Reader

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015332
eISBN:
9780262295369
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015332.003.0002
Subject:
Computer Science, Game Studies

This chapter argues that the three primary methods for making machinima during its brief history—code, capture, and compositing—match up neatly with three ways to document the history of virtual ... More


From Game Mod to Low-Budget Film: The Evolution of Machinima

Matt Kelland

in The Machinima Reader

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015332
eISBN:
9780262295369
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015332.003.0003
Subject:
Computer Science, Game Studies

This chapter describes the development of machinima into a film production tool. In 1996, machinima began as an art form that could only be produced and viewed by dedicated gamers, and whose subject ... More


Arrested Development: Why Machinima Can’t (or Shouldn’t) Grow Up

Katie Salen

in The Machinima Reader

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015332
eISBN:
9780262295369
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015332.003.0004
Subject:
Computer Science, Game Studies

This chapter focuses on how machinima remains limited in its reach towards professional film production. It considers the history of machinima as a series of many possible subhistories, and also as ... More


Tangible Narratives: Emerging Interfaces for Digital Storytelling and Machinima

Ali Mazalek

in The Machinima Reader

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015332
eISBN:
9780262295369
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015332.003.0007
Subject:
Computer Science, Game Studies

This chapter examines evolving areas of interface research, such as tangible interfaces and responsive spaces, as they relate to new media and expressive dramatic formats such as digital storytelling ... More


Machinima as Media

Michael Nitsche

in The Machinima Reader

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015332
eISBN:
9780262295369
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015332.003.0008
Subject:
Computer Science, Game Studies

Using performance studies as a starting point, this chapter presents a definition of machinima as a media format: machinima is digital performance that controls procedurally animated moving images. ... More


Encoding Liveness: Performance and Real-Time Rendering in Machinima

David Cameron and John Carroll

in The Machinima Reader

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015332
eISBN:
9780262295369
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015332.003.0009
Subject:
Computer Science, Game Studies

This chapter positions machinima within current discussions of liveness in performance studies. It shows that within the incorporeal species that make up the evolving ecology of machinima exists a ... More


Of Games and Gestures: Machinima and the Suspension of Animation

Peter Krapp

in The Machinima Reader

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015332
eISBN:
9780262295369
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015332.003.0011
Subject:
Computer Science, Game Studies

This chapter discusses the role of gestures in the expressive catalog of machinima as moving beyond machinima alone and into our involvement with a computing culture. It proposes two reasons to look ... More


How Do You Solve a Problem Like Machinima?

Michael Pigott

in The Machinima Reader

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015332
eISBN:
9780262295369
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015332.003.0012
Subject:
Computer Science, Game Studies

This chapter describes two broadly defined movements in machinima. The first evolutionary trajectory is that of machinima oriented toward a cinematic ideal, the second is an unguided and almost ... More


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