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 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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Bibliographic Details
Main Authors: Leitão,Débora Krischke, Gomes,Laura Graziela
Format: Digital revista
Language:English
Published: Associação Brasileira de Antropologia (ABA) 2012
Online Access:http://old.scielo.br/scielo.php?script=sci_arttext&pid=S1809-43412012000200011
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