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The Machinima Reader$
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Henry Lowood and Michael Nitsche

Print publication date: 2011

Print ISBN-13: 9780262015332

Published to MIT Press Scholarship Online: August 2013

DOI: 10.7551/mitpress/9780262015332.001.0001

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Machinima: From Art Object to Cultural Practice

Machinima: From Art Object to Cultural Practice

Chapter:
(p.143) 9 Machinima: From Art Object to Cultural Practice
Source:
The Machinima Reader
Author(s):

Dan Pinchbeck

Ricard Gras

Publisher:
The MIT Press
DOI:10.7551/mitpress/9780262015332.003.0010

This chapter identifies some key factors differentiating Second Life machinima and explores the emergent production methods of this increasingly popular medium. Second Life machinima is essentially different from traditional models in several key ways: its lack of thematic context to be used as a base for inspiration, priming, subversion, or satire; the ability to present the product in the production environment; and the ability to distribute responsibility for the work among a team of collaborators in real time. These differences mark a profound shift from other animated media formats and should yield machinima products and practices that push the medium in new and interesting directions.

Keywords:   Second Life, machinma, virtual world, game environment, animated media

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