Free Pixel

discovering games as expressive media

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    FreePixel looks at video games as part of the moving image culture. Games are not movies. But games use moving image tradition in their presentation. That is why FreePixel offers a critical look at games and their expressive qualities that grow from the use of the moving image.


    [June 13th, 2011]

    The Machinima Reader is available

    Posted by Michael

    It has been a long time. Epic, really. But, here it is: The Machinima Reader put together by Henry Lowood and myself and published by MIT Press.

    The reader is structured into six main sections: Reflections, Technology, Performance, Machine Cinema, Pedagogy, and Context. Here is the amazon link; and after the jump the table of contents, if any further arguments are needed:

    Introduction vii (Henry Lowood and Michael Nitsche)

    I Reflections
    1 Video Capture: Machinima, Documentation, and the History of Virtual
    Worlds (Henry Lowood)
    2 From Game Mod to Low-Budget Film: The Evolution of Machinima (Matt Kelland)
    3 Arrested Development: Why Machinima Can’t (or Shouldn’t) Grow Up (Katie Salen)

    II Technology
    4 Toward a Machinima Studio (Friedrich Kirschner)
    5 Image Future (Lev Manovich)
    6 Tangible Narratives: Emerging Interfaces for Digital Storytelling and Machinima (Ali Mazalek)

    III Performance
    7 Machinima as Media (Michael Nitsche)
    8 Encoding Liveness: Performance and Real-Time Rendering in Machinima (David Cameron and John Carroll)
    9 Machinima: From Art Object to Cultural Practice (Dan Pinchbeck and Ricard Gras)
    10 Of Games and Gestures: Machinima and the Suspension of Animation (Peter Krapp)

    IV Machine Cinema
    11 How Do You Solve a Problem Like Machinima? (Michael Pigott)
    12 Machinimatic Realism: Capturing and Presenting the “Real World” of Video Games (Jeffrey Bardzell)
    13 Undefining Machinima (Erik Champion)

    V Pedagogy
    14 Everything I Need to Know about Filmmaking I Learned from Playing Video Games: The Educational Promise of Machinima (Matthew Thomas Payne)
    15 Machinima and Modding: Pedagogic Means for Enhancing Computer Game Literacy (Danny Kringiel)

    VI Context
    16 Pink vs. Blue: The Emergence of Women in Machinima (Robert Terry Jones)
    17 Participatory Fan Culture and Half-Life 2 Machinima: A Dialogue among Ethnography, Culture, and Space (Gareth Schott and Bevin Yeatman)
    18 Don’t Mess with The Warriors: The Politics of Machinima (Matteo Bittanti)

    List of Contributors

    The main audience will be media folks who want to dig deeper into Machinima and its qualities, problems, possibilities, technology, and context in the world of digital media. And to my best knowledge this remains the first book offering this kind of overview from an academic perspective, hopefully adding a different voice to Marino, Morris/Kelland, and Hancock/Ingram. So please enjoy.


    Comment from Ricky Grove
    Time: June 13, 2011, 6:11 pm

    Congratulations! I hope all of your hard work will be rewarded. I’m certainly buying it soon and plan on writing about it on my blog. So glad we have something like this now.

    Comment from Anthony Bailey
    Time: June 13, 2011, 10:06 pm

    Any chance of an e-book?

    Comment from Michael
    Time: June 14, 2011, 3:30 am

    There might be a Kindle version – only recently found out that my first book has also been “kindle’d”. But I do not know anything in detail about timelines and MIT press procedures.

    Comment from Erik
    Time: February 7, 2013, 12:14 pm

    there is a kindle edition now

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