We're happy to announce the release of Machinima, dal videogioco alla videoarte [Machinima. From video game to video art].
Published by Mimesis Edizioni in the Heterotopie series, the book investigates the relationship between art and video games from a variety of perspectives. Featuring eight contributions from international scholars, Machinima. From video game to video art introduces new ways of looking at game-based video art. Cover design by Marco Goran Romano (Goran Factory).
The book is available on Amazon.
We are thrilled to announce the release of MACHINIMA. 32 conversazioni sull'arte del videogioco, a new book featuring interviews with international artists using video games to make art.
MACHINIMA. 32 conversazioni sull'arte del videogioco expands, in print form, both the exhibition GAME VIDEO/ART. A SURVEY, curated by Matteo Bittanti and Vincenzo Trione in 2016 at IULM University, in Milan, Italy, and the official catalog, released by Silvana Editoriale in June 2016. The vast majority of the conversations with the artists featured in the show were produced by the students enrolled in the M.A. in Arts, Cultural Heritage and Markets Program at IULM. Topics discussed range from the practice of appropriating games for making art to the artists' approaches to the medium, providing scholars, critics, and artists a set of invaluable resources to better grasp the meaning and practice of machinima.
MACHINIMA. 32 Conversazioni sull’arte del videogioco
Edited by Matteo Bittanti
Release date: March 08, 2017
Features: Softcover, 158 pages, black and white
Format: 15×23 cm, 6×9 inches
GAME VIDEO/ART. A SURVEY RECOMMENDS
UNDERSTANDING MACHINIMA. ESSAYS IN FILMMAKING IN VIRTUAL WORLDS, A COMPELLING COLLECTION OF ESSAYS PUBLISHED IN 2013 BY BLOOMSBURY FEATURING CONTRIBUTIONS BY MICHAEL NITSCHE, CHRIS BURKE (FOCI + LOCI), JOSEPH DELAPPE, SHELDON BROWN, SARAH HIGLEY, AND MANY MORE.
Here's the book description:
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.
UNDERSTANDING MACHINIMA is edited by JENNA NG, an Anniversary Research Lecturer in Film and Interactive Media at York University, in England.
UNDERSTANDING MACHINIMA features by an excellent companion website with excerpts, interviews, and extra, not to mention a great video essay: