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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


Noise Channels: Glitch and Error in Digital Culture

Peter Krapp

Published in print:
2011
Published Online:
August 2015
ISBN:
9780816676248
eISBN:
9781452947792
Item type:
book
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816676248.001.0001
Subject:
Society and Culture, Media Studies

In the glitches, inefficiencies, and errors that ergonomics and usability engineering strive to surmount, this book identifies creative reservoirs of computer-mediated interaction. Throughout new ... More


Unvoice in Media and the Arts: Voice Going off the Rails

Norie Neumark

in Voicetracks: Attuning to Voice in Media and the Arts

Published in print:
2017
Published Online:
January 2018
ISBN:
9780262036139
eISBN:
9780262339834
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262036139.003.0005
Subject:
Music, Theory, Analysis, Composition

This chapter introduces the figure unvoice to listen to works where the usual relationship between soundtrack and image track is disturbed and disturbing. As unvoicing breaks the usual ... 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


Machinimatic Realism: Capturing and Presenting the “Real World” of Video Games

Jeffrey Bardzell

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/9780262015332.003.0013
Subject:
Computer Science, Game Studies

This chapter examines the ways that machinima captures and presents the reality of games and virtual worlds. It begins by looking at how film theory has engaged with the problem of realism. It then ... More


Undefining Machinima

Erik Champion

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/9780262015332.003.0014
Subject:
Computer Science, Game Studies

This chapter addresses the question of whether machinima can be understood as art. The discussions cover machinima as technique; machinima as convention; machinima as emotional affordance; art as ... More


Everything I Need to Know about Filmmaking I Learned from Playing Video Games: The Educational Promise of Machinima

Matthew Thomas Payne

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/9780262015332.003.0015
Subject:
Computer Science, Game Studies

This chapter examines how media education can leverage one game to support its twin goals of cultivating media production and analysis competencies. It begins by reviewing how twenty-first-century ... More


Machinima and Modding: Pedagogic Means for Enhancing Computer Game Literacy

Danny Kringiel

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/9780262015332.003.0016
Subject:
Computer Science, Game Studies

This chapter discusses media literacy in greater detail, touching on its impact and necessity in video game cultures, and particularly the modding scene. Machinima and modding are special cases of ... More


Pink vs. Blue: The Emergence of Women in Machinima

Robert Jones

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/9780262015332.003.0017
Subject:
Computer Science, Game Studies

This chapter examines the issue of gender as it plays out in machinima. Drawing on the historical examples of amateur radio and the personal computer, it illustrates a historical trajectory that ... More


Participatory Fan Culture and Half-Life 2 Machinima: A Dialogue among Ethnography, Culture, and Space

Gareth Schott and Bevin Yeatman

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/9780262015332.003.0018
Subject:
Computer Science, Game Studies

This chapter examines the dialog that exists between creative exchanges of fans and players that emanate from ethnographic practices in game spaces. Fans of Half-Life 2 have constructed a body of ... More


Cheats or Glitch?: Voice as a Game Modification in Machinima

Isabelle Arvers

in VOICE: Vocal Aesthetics in Digital Arts and Media

Published in print:
2010
Published Online:
August 2013
ISBN:
9780262013901
eISBN:
9780262289696
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262013901.003.0012
Subject:
Society and Culture, Media Studies

Hugh Hancock, the author of Machinima for Dummies, defines machinima as a technique used to produce films inside virtual realities. Machinima is a new cinematographic genre that combines the notions ... More


Machinima: On the Invention and Innovation of a New Visual Media Technology

Thomas Veigl

in Imagery in the 21st Century

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015721
eISBN:
9780262315159
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015721.003.0005
Subject:
Society and Culture, Media Studies

This chapter explores the concept of Machinima, a 3-dimensional computer graphics rendering engine that was used mostly in the digital gaming sector and computer-animated films. The author shows how ... More


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