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Understanding machinima : essays on filmmaking in virtual worlds / edited by Jenna Ng.

Contributor(s): Material type: TextTextPublication details: New York : Bloomsbury Academic, 2013.Description: xxvii, 265 pages ; 24 cmISBN:
  • 9781441104489 (pbk. : alk. paper)
  • 1441104488 (pbk. : alk. paper)
Subject(s): DDC classification:
  • 777 NGA
Contents:
Preface / Henry Lowood -- Introduction / Jenna Ng -- Thinking machinima. Machinima: cinema in a minor or multitudinous key? / William Brown and Matthew Holtmeier -- Beyond bullet time: media in the knowable space / Chris Burke -- Be(ing) dazzled: living in machinima / Sheldon Brown -- Moving digital puppets / Michael Nitsche, Ali Mazalek and Paul Clifton -- Facing the audience: a dialogic perspective on the hybrid animated film / Lisbeth Freulunde -- Dangerous sim crossings: framing the second life art machinima / Sarah Higley -- Using machinima. The art of games: machinima and the limits of art games / Larissa Hjorth -- Playing politics: machinima as live performance and document / Joseph DeLappe -- Virtual lens of exposure: aesthetics, theory, and ethics of documentary filmmaking in second Life / Sandra Danilovic -- Call it a vision quest: machinima in a first nations context / Beth Aileen Dillon and Jason Edward Lewis -- World of Chaucer: adaptation, pedagogy, and interdisciplinarity / Chris Moore and Graham Barwell -- A pedagogy of craft: teaching culture analysis with machinima / Jenna Ng and James Barrett -- Agency, simulation, gamification, machinima: an interview with Isabelle Arvers Isabelle Arvers and Jenna Ng.
Holdings
Item type Current library Call number Copy number Status Date due Barcode
Standard Loan LSAD Library Main Collection 777 NGA (Browse shelf(Opens below)) 1 Checked out 03/05/2021 39002100567545

Enhanced descriptions from Syndetics:

In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.

Includes bibliographical references and index.

Preface / Henry Lowood -- Introduction / Jenna Ng -- Thinking machinima. Machinima: cinema in a minor or multitudinous key? / William Brown and Matthew Holtmeier -- Beyond bullet time: media in the knowable space / Chris Burke -- Be(ing) dazzled: living in machinima / Sheldon Brown -- Moving digital puppets / Michael Nitsche, Ali Mazalek and Paul Clifton -- Facing the audience: a dialogic perspective on the hybrid animated film / Lisbeth Freulunde -- Dangerous sim crossings: framing the second life art machinima / Sarah Higley -- Using machinima. The art of games: machinima and the limits of art games / Larissa Hjorth -- Playing politics: machinima as live performance and document / Joseph DeLappe -- Virtual lens of exposure: aesthetics, theory, and ethics of documentary filmmaking in second Life / Sandra Danilovic -- Call it a vision quest: machinima in a first nations context / Beth Aileen Dillon and Jason Edward Lewis -- World of Chaucer: adaptation, pedagogy, and interdisciplinarity / Chris Moore and Graham Barwell -- A pedagogy of craft: teaching culture analysis with machinima / Jenna Ng and James Barrett -- Agency, simulation, gamification, machinima: an interview with Isabelle Arvers Isabelle Arvers and Jenna Ng.

Table of contents provided by Syndetics

  • Chapter 1 Preface
  • Part I Thinking Machinima
  • Chapter 2 Machinima: cinema in a minor key?
  • Chapter 3 Beyond Bullet Time
  • Chapter 4 Machinima: contesting the boundaries of copyright law and user generated content
  • Chapter 5 Moving Digital Puppets
  • Chapter 6 Be(ing)Dazzled: living in machinima
  • Chapter 7 Facing the Audience: a dialogic approach to the meaning-making of the viewing audience and the machinimator
  • Chapter 8 The Art of Games: games as new media
  • Part II Using Machinima
  • Chapter 9 Artistic Machinima: from art to documentation
  • Chapter 10 The Virtual Lens of Exposure: aesthetics, theory and ethics of documentary filmmaking in VR worlds
  • Chapter 11 Playing Politics: machinima as live performance and document
  • Chapter 12 Call It a Vision Quest: machinima in a First Nations contex,t Beth Aileen Lameman
  • Chapter 13 World of Chaucer: pedagogy and interdisciplinary boundary crossing
  • Chapter 14 Expression Through Machinima: a pedagogical case study
  • Chapter 15 Critical Creating: making machinima for Kulturanalys
  • Chapter 16 Interview

Author notes provided by Syndetics

Jenna Ng is Anniversary Research Lecturer in Film and Interactive Media at the University of York, UK. She was previously a Newton Trust/Leverhulme Early Career Fellow at the Centre for Research in the Arts, Social Sciences and Humanities (CRASSH), University of Cambridge, UK.

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