- Ludic Cartography. Mapping Gamespaces
- Past Projects
- Preserving Virtual Worlds
- Research and Publication
This just in from Linden Lab, the makers of Second Life. Henry
"I'm very excited to announce that Linden Lab is offering its first fellowship in visual and performing arts for creative innovation in Second Life.
Another spotlight on a recent addition to the Machinima Archive: Tristan Pope's "Deity." "Deity" is a clever parody of the Apple Macintosh "switch" advertising campaign, inspired by the common practice of switching character races and classes in World of Warcraft. Instead of switching from a PC to a Mac, the player switches from a Human Paladin to a Troll Shaman!
Just returned from a short trip to the University of Arizona, where I gave two guest lectures on Jan. 18.
Event: PARC Forum
Date: January 26, 2006
Location: George E. Pake Auditorium, Palo Alto Research Center
Title: The Medium That Ate the World
Speaker: Raph Koster, Chief Creative Officer, Sony Online Entertainment
Games. There they are. We all know about them, at this point. We grew up on the classic board game sort. We dropped quarters at the arcade, we collected cartridges and disks; we downloaded hacks, and wrote walkthrough manuals.
From Kotatu, at this year's Sundance Film Festival there will be a "virtual festival" called "Chrysler in the Movies: Virtual Film Competition," where people can submit their own homemade movies created from the game The Movies. The competition will even have an online awards ceremony for the winners.
Feisar's "June" is the new spotlight pick at the Machinima Archive. Feisar is a member of the Georgia Tech machinima group, and this is a nice bit of work in Half-Life 2.
Find "June" here.
"Creating Games and Simulation in Learning" is an event organized by Stanford University Medical Media & Information Technologies, SUMMIT.
The second edition will take place on January 23 at the Hyatt Regency in Long Beach, CA. It consists in a series of Workshops up and down the Pacific Coast on various aspects of simulations and games for applications in Medicine.
The Machinima Reader will assemble the first collection of essays to critically review the phenomenon of Machinima from a wide variety of perspectives.
During my brief presentation, I mentioned that machinima might soon become a contested artform. Specifically, I argued that the gradual institutionalization of machinima, i.e. its wider, cultural acceptance as a medium, will inevitably lead to legal disputes and copyright struggles akin to those experienced in contiguous media industries (e.g., music and cinema).
I'm just back from the Ill Clan's live performance at Stanford this evening. Actually, the half-hour live performance was preceded by a roughly 45 minute introductory presentation by Paul Marino, one of the co-founders of the Ill Clan. In this presentation, he presented a few general ideas by way of introduction, then showed a dozen or so clips from a range of machinima styles and uses, such as dance movies, commercial spots, artistic movies, early machinima, etc.