Machinima (/məˈʃiːnᵻmə/ or /məˈʃɪnᵻmə/) is the use of real-time computer graphics engines to create a cinematic production. Most often video games are used to generate the computer animation. Machinima-based artists, sometimes called machinimists or machinimators, are often fan laborers, by virtue of their re-use of copyrighted materials (see below). Machinima offers to provide an archive of gaming performance and access to the look and feel of software and hardware that may already have become unavailable or even obsolete; for game studies, "Machinima’s gestures grant access to gaming’s historical conditions of possibility and how machinima offers links to a comparative horizon that informs, changes, and fully participates in videogame culture."
The practice of using graphics engines from video games arose from the animated software introductions of the 1980s demoscene, Disney Interactive Studios' 1992 video game Stunt Island, and 1990s recordings of gameplay in first-person shooter (FPS) video games, such as id Software's Doom and Quake. Originally, these recordings documented speedruns—attempts to complete a level as quickly as possible—and multiplayer matches. The addition of storylines to these films created "Quake movies". The more general term machinima, a portmanteau of machine cinema, arose when the concept spread beyond the Quake series to other games and software. After this generalization, machinima appeared in mainstream media, including television series and advertisements.