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The first critical overview of an emerging field, with contributions from both scholars and artistpractitioners.Over the last decade, machinimathe use of computer game engines to create movieshas emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by enthusiasts who taught themselves to deploy technologies from computer games to create animated films quickly and cheaply. The Machinima Reader is the first critical overview of this rapidly developing field. The contributors include both academics and artistpractitioners. They explore machinima from multiple perspectives, ranging from technical aspects of machinima, from realtime production to machinima as a performative and cinematic medium, while paying close attention to the legal, cultural, and pedagogical contexts for machinima. The Machinima Reader extends critical debates originating within the machinima community to a wider audience and provides a foundation for scholarly work from a variety of disciplines. This is the first book to chart the emergence of machinima as a gamebased cultural production that spans technologies and media, forming new communities of practice on its way to a history, an aesthetic, and a market.
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