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...
| Autores: | , |
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| Formato: | artículo |
| Estado: | Versión publicada |
| Fecha de publicación: | 2012 |
| País: | Brasil |
| Recursos: | Associação Brasileira de Antropologia |
| Repositorio: | Vibrant |
| Idioma: | inglés |
| OAI Identifier: | oai:scielo:S1809-43412012000200011 |
| Acesso em linha: | http://old.scielo.br/scielo.php?script=sci_arttext&pid=S1809-43412012000200011 |
| Access Level: | acceso abierto |
| Palavra-chave: | machinima Second Life ethnography |
| Resumo: | 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. |
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