This reader aims to address these issues as it maps out machinima’s journey toward positioning itself in the digital media landscape. We believe that, as machinima invents and reinvents itself, its flexibility poses an interesting set of issues for academic writers as well as artists and critics. While the growth and potential of machinima raise many interesting questions, the critical investigation of machinima has not kept up with its technical and artistic development. For several years now it has been on the verge of moving beyond the chaotic mix of artistic, ludic, and technical conceptions that shaped the first decade of machinima production, preparing to jump into a deeper engagement with the established traditions and vocabularies of contemporary media. Along the way it has established for itself a vibrant niche in the rapidly developing culture of digital games and play. It is continuously evolving and morphing-changing shape, makers, markets, and technology. Machinima is less an enigma than a moving target. Introduction Henry Lowood and Michael Nitsche Blue: The Emergence of Women in Machinima Robert Jonesġ7 Participatory Fan Culture and Half-Life 2 Machinima: A Dialogue among Ethnography, Culture, and Space 301 Gareth Schott and Bevin Yeatman 18 Don’t Mess with The Warriors: The Politics of Machinima Matteo Bittanti List of Contributors Index 341 Introduction vii Henry Lowood and Michael Nitsche I Reflectionsġ Video Capture: Machinima, Documentation, and the History of Virtual Worlds 3 Henry Lowood 2 From Game Mod to Low-Budget Film: The Evolution of Machinima Matt Kellandģ Arrested Development: Why Machinima Can’t (or Shouldn’t) Grow Up Katie Salen II TechnologyĤ Toward a Machinima Studio Friedrich Kirschner 5 Image Future Lev ManovichĦ Tangible Narratives: Emerging Interfaces for Digital Storytelling and Machinima 91 Ali Mazalek IIIĨ Encoding Liveness: Performance and Real-Time Rendering in Machinima David Cameron and John Carrollĩ Machinima: From Art Object to Cultural Practice Dan Pinchbeck and Ricard Grasġ0 Of Games and Gestures: Machinima and the Suspension of Animation Peter Krapp IV Machine Cinemaġ1 How Do You Solve a Problem Like Machinima? Michael Pigottġ2 Machinimatic Realism: Capturing and Presenting the “Real World” of Video Games 195 Jeffrey Bardzell 13 Undefining Machinima Erik Champion Vġ4 Everything I Need to Know about Filmmaking I Learned from Playing Video Games: The Educational Promise of Machinima 241 Matthew Thomas Payne 15 Machinima and Modding: Pedagogic Means for Enhancing Computer Game Literacy 257 Danny Kringiel VIġ6 Pink vs. ![]() Includes bibliographical references and index. Library of Congress Cataloging-in-Publication Data The machinima reader / edited by Henry Lowood and Michael Nitsche. ![]() Printed and bound in the United States of America. For information about special quantity discounts, please email This book was set in Stone Sans and Stone Serif by Toppan Best-set Premedia Limited. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. © 2011 Massachusetts Institute of Technology All rights reserved. ![]() The MIT Press Cambridge, Massachusetts London, England Edited by Henry Lowood and Michael Nitsche
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