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Machinima Bibliography

Academy of Machinima Arts & Sciences. (n.d.). Retrieved July 13, 2007, from

Açar, A. E. (n.d.). Movie engines in der multimediaproduktion. Retrieved July 13, 2007, from

Anjyo, K. & Faloutsos, P. (Eds.). (2005). Computer Animation 2005. ACM SIGGRAPH / Eurographics Symposium on Computer Animation. New York: The Association for Computer Machinery, Inc.

Bardram, J., Bossen, C., Lykke-Olesen, A., Nielsen, R., & Madsen, K.H. (2002). Virtual video prototyping of pervasive healthcare systems. Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques.

Bardzell, J., Bardzell, S., Briggs, C., Makice, K., Ryan, W., & Weldon, M. (2006). Machinima prototyping: An approach to evaluation. Proceedings of the 4 th Nordic Conference on Human-Computer Interaction: Changing Roles. New York: ACM Press. pp. 433-436.

Bardzell, J. (2007). Creativity in amateur multimedia: Popular culture, critical theory, and HCI Human Technology 3 (1), 12-33 Retrieved July 13, 2007, from

Bendazzi, G. (1994). Cartoons: 100 years of cinema animation. London: John Libby.

Berkeley, L. (2006). Situating Machinima in the new mediascape. Australian Journal of Emerging Technologies, 4 (2), 65-80.

Biever, C. (2003, October 25). The animation game. In New Scientist 2418. London: Reed Buisiness Corporation.

Bolter, J. D. (1997, February 14). Digital media and cinematic point of view. In Telepolis . Retrieved July 13, 2007, from

Bolter, J. D.& Grusin, R. (2001). Remediation: Understanding mew media. Cambridge, MA: MIT Press.

Brandberg, P. (2006). Interaktivitet och deltagande: en kvalitativ studie kring skapandet av machinima med World of Warcraft. Retrieved July 13, 2007, from

Cannon, R. (2006). Meltdown. Journal of Media Practice 7 (1), 7-24.

Crawford, A. (2003). The Digital Turn: Animation in the Age of Information Technologies. In Stabile, C., Mark Harrision (Eds.). Prime-Time Animation. Television Animation and American Culture. New York: Routledge. pp 110-130.

Elson, D. K. & Riedl, M. O. (2007). A Lightweight Intelligent Virtual Cinematography System for Machinima Production . Columbia University Department of Computer Science. Retrieved July 13, 2007, from the Defense Technical Information Center

Esposito, C. & Paley, W.B. (1995). Of mice and monkeys: A specialized input device for virtual body animation. Proceedings of Symposium on Interactive 3D Graphic., pp. 109-213.

(1973-2004). Film literature index. Albany, NY: Filmdex, Inc.

Film Society of the Lincoln Center. (n.d.). Retrieved July 13, 2007, from

Fitzgerald, B., Humphreys, S., Banks, J., & Suzor, N. (2007). Game history, content, practice, and law. Retrieved July 13, 2007, from (not availableAugust 24, 2007 - view for abstract)

Gauthier, J.M. (2002). Creating interactive 3-D actors and their worlds without writing code. New York: Academic Press.

Giannachi, G. (2004). Virtual theatres: An introduction. New York: Routledge.

Hancock, H. & Ingram, J. (2007). Machinima for dummies. Indianapolis, IN: Wiley Publishing Inc.

Hanson, M. (2004). The end of celluloid: Film in the digital age. Mies, Switzerland: RotoVision.

Hanson, P.K. & Hanson, H.L. (1986-). Film Review Index. Phoneix, AZ: Oryx Press.

Hartas, L. (2005). The art of game characters. Lewes, East Sussex: Ilex Press.

Heidecker, C. (2004). Finding Machinima - vom Cartoon zur Game Engine Retrieved July 6, 2007, from

Herndon, K. (2002). Cahiers du Machinima: Hacking the movies. Art Papers Magazine 26 (2) pp. 21-27.

Hunt, D., Moore, J., West, A., & Nitsche, M. (2006). Puppet show: Intuitive puppet interfaces for expressive character control. Medi@terra 2006, Gaming Realities: A Challenge for Digital Culture . pp.159-167.

(1972-). International index to film periodicals . NY: R.R. Bowker Co.

Internet Archive. (n.d.) Machinima Retrieved July 13, 2007, from

Iuppa, N., Weltman, G., & Gordon, A. (2004). Brining Hollywood storytelling techniques to branching storylines for training applications . Paper presented at the 2004 Conference on Narrative and Interactive Learning Environments. Retrieved July 13, 2007, from

Ishii, H. & Ullmer, B. (1997). Tangible bits: Towards seamless interfaces between people, Bits and Atoms. Proceedings of CHI '97. ACM Press, pp. 234-241.

Jacob, R. & Sibert, L. (1992) The perceptual structure of multidimensional input device selection. Proceedings of CHI '92. pp.211-218.

Järvinen, A. (2002). Gran stylissimo. The audiovisual elements and styles in computer and video games. In F. Mäyrä (Ed.), Computer games and digital cultures conference proceedings (pp. 113-128). Tampere, Finland: Tampere University Press.

Kelland, M., Morris, D. & Lloyd, D. (2005). Machinima. Cambridge, UK: Ilex Press.

Kent, S. (2001). The ultimate history of video games. Roseville, CA: Prima.

King, G. & Krzywinska, T. (Eds.). Screenplay: Cinema. Videogames. Interfaces. London & New York: Wallflower Press 2002.

Koskimaa, R. (n.d.). Teaching digital literature: Code and culture. Retrieved July 13, 2007, from

Lankshear, C. (2007) The "stuff" of new literacies Paper presented at the Mary Lou Fulton Symposium. Retrieved July 13, 2007 from

Library of Congress. (n.d.). Origins of American Animation. Retrieved July 13, 2007 from

Lowood, H. (2005). Real-time performance: Machinima and game studies. In The International Digital Media & Arts Association Journal 2 (1) pp 10-23.

Lowood, Henry. (2006). High-performance play: The making of machinima. Journal
of Media Practice
1, 25-42.

Lowood, H. (2006). Storyline, dance/music, or PvP?: Game movies and community players in World of Warcraft. Games and Culture 10 (1), 362-382.

Lowood, H. (n.d.). How they got game 2. From Stanford University, HTGG 2 Web site:

Lunenfeld, P. (2002). The myths of interactive cinema. In Harries, D. (Ed.). The new media book. London: BFI Pub., 2002.

Machinima. (n.d.). Retrieved July 13, 2007 from

Papers :: Machinima @ GT . From Georgia Tech, Machinma @ Georgia Tech Web site:

Manovich, L. (2001). Language of New Media. Cambridge, MA: MIT Press.

Marino, P. (2004). 3D game-based filmaking: The art of machinim. Scottsdale, AZ: Paraglyph Press.

Mazalek, A. & Nitsche, M. (2007). Session: Tangible. In Proceedings of the International Conference on Advances in Computer Entertainment Technology (pp. 155-162). New York: ACM Press.

McMahan, A. & Buckland, W. (n.d.). Cognitive schemas and virtual reality. Intelligent Agent 5 (1). Retrieved July 23, 2007 from

Meyer, T. (2003). Building cost-effective research platforms: Utilizing free / open-souce software in research projects. Research Letters in the Information and Mathematical Sciences, 4 pp 91-93. Retrieved July 13, 2007 from

Murray, J. (1997). Hamlet on the holodeck. The future of narrative in cyberspace. Cambridge, MA: MIT Press.

Nitsche, M. (2005). Film live: An excursion into Machinima. In Buschoff, B. (Ed.). Developing interactive narrative content. München Grünwald : Sagas_Sagasnet. pp 210-243. Retrieved on July 19, 2007 from

Ondrejka, Cory R. (n.d.). Escaping the Gilded Cage: User Created Content and Building the Metaverse. New York Law School Law Review, Forthcoming. Retrieved July 13, 2007, from

Processing programming environment. (n.d.). Retrieved July 13, 2007 from

Ray, R. H. (2006, October 27). Machinima group animates life 'in-world' Technique
harnesses 3-D game engines. 
From Massachusettes Institute of Technology, MIT News Office Web site:

Rieser, M. & Zapp, A. (2002). New screen media: Cinema/art/narrative. London: British Film Institutute.

Salen, K. (2002). Telefragging: Monster movies In King, L. (ed.) Game on: The history and culture of videogames. London: Laurence King Publ. pp 98-111.

Salen, K. & Zimmerman, E. (2004). Rules of play: Game design fundamentals . Massachusetts : MIT Press.

Salen, K. (2002, October 19). Curator's statement. Quake! Doom! Sims! Transforming play: Family albums and monster movies . Retrieved July 13, 2007, from

Sandor, E., & Fron, J. (2001, October 26-27). The future of video games as an art: On the art of playing with shadows. Playing by the rules: The cultural policy challenges of video games . Retrieved July 13, 2007, from

Seig, D. (Producer/Director). (2005). Scanimate [Motion Picture]. United States: ZFX Studios.

Serious Games. (n.d.). Retrieved July 13, 2007 from

Sharp, D. (2006). Participatory culture production and the DIY internet: From theory to practice and back again. Media International Australia Incorporating Culture and Policy 9 (118), 16-24.

Sontag, S. (1977). On photography . Hamondsworth , UK : Penguin.

Sotamaa, O. (2005). Creative user-centered design practices: Lessons from game cultures. In Haddon, L., Mante, E., Sapio, B., Commonen, K.H., Fortunati, L. & Kant, A. (Eds.) Everyday innovators, researching the role of users in shaping ICTs (pp. 104-116). Springer: Dordrect.

State of Play. (n.d.). Retrieved July 13, 2007, from

Swanson, B. D. (2007). Second Life Machinima for libraries: the intersection of instruction, outreach & marketing in a virtual world . IFLA World Library and Information Congress 2007, Durban: South Africa . Forthcoming. Retrieved July 23, 2007, from

Tavares, R. (2006). Freinet joga Counter-Strike? Machinima e mod-games no processo de educação e inclusão e inclusão social . Retrieved July 6, 2007 from

Tardif, H. (1991). Character animation in real time. Reports from the Field, ACM SIGGRAPH Panel Proceedings. Panel: Applications of Virtual Reality I.

Ullmer, B., Ishii, H. (2001). Emerging frameworks for tangible user interfaces. In Carroll, J. (Ed.). Human-computer interaction in the new millennium (pp. 579-601). Addison-Wesley.

Wardrip-Fruin, N. & Harrigan, P. (2004). First Person: New media as story, performance, and game. Cambridge: MIT Press.

Wehn, K. (2004, July 13). Machinima - was Ego-Shooter und Puppentheater gemeinsam haben. In Telepolis Retrieved July 19, 2007, from

Wehn, K. (2004, July 26). Die Produktion von Machinima-Filmen. In Telepolis Retrieved July 19, 2007, from

Wehn, K. (2004, August 8). Machinima-Stile: Parodien, Live-Machinimas, Ego-Shooter, Animationen. In Telepolis. Retrieved July 19, 2007, from

Weiberg, B. (2002) Beyond interactive cinema . Retrieved July 13, 2007, from

Wiedemannn, J. (2004). Animation now! Koln: Taschen Press.

Directorate for Science, Technology and Industry Committee for Information, Computer and Communications Policy Working Party on the Information Economy. (2007, April 12). Participative web - User created content . Retrieved July 13, 2007, from

Zapart, T., Koon-Ying Li, R. & Blashki, K. (2004). Make it Machinima! Incorporating gaming technologies into e-training application creation. Second International Conference on Information Technology: Research and Education, 2004. (pp. 24-28). Retrieved on July 19, 2007 from

Additional resources

Animation Journal

Animation Magazine

Game Studies

This bibliography was compiled by Colyn Wohlmut for the course: Information Technology Tools and Applications; Virtual Environments in the San Jose State University School of Library and Information Science program using APA format.

Comments? Please Send to:

Dr. Henry E. Lowood
ph.: (650) 723-4602
Fax: (650) 725-1068


Last modified: October 9, 2007

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