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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Detalhes bibliográficos
Autores: Leitão,Débora Krischke, Gomes,Laura Graziela
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
Descrição
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.