Machinima and ethnographic research in three-dimensional virtual worlds

In this paper we propose to share our experience of ethnographic research in the virtual world Second Life. We intend to narrate our experience producing machinima the method we used to enter the field and interact with residents. The production of films from the software and or hardware of video ga...

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Detalles Bibliográficos
Autores: Leitão,Débora Krischke, Gomes,Laura Graziela
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2012
País:Brasil
Institución:Associação Brasileira de Antropologia
Repositorio:Vibrant
Idioma:inglés
OAI Identifier:oai:scielo:S1809-43412012000200011
Acceso en línea:http://old.scielo.br/scielo.php?script=sci_arttext&pid=S1809-43412012000200011
Access Level:acceso abierto
Palabra clave:machinima
Second Life
ethnography
Descripción
Sumario:In this paper we propose to share our experience of ethnographic research in the virtual world Second Life. We intend to narrate our experience producing machinima the method we used to enter the field and interact with residents. The production of films from the software and or hardware of video games or other real-time 3D graphics programs is called machinima. Our goal here is to discuss the possibility of using machinima as a technique for obtaining, presenting and interpreting ethnographic data.