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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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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spelling oai:scielo:S1809-434120120002000112013-01-21Machinima and ethnographic research in three-dimensional virtual worldsLeitão,Débora KrischkeGomes,Laura Graziela machinima Second Life ethnography 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.info:eu-repo/semantics/openAccessAssociação Brasileira de Antropologia (ABA)Vibrant: Virtual Brazilian Anthropology v.9 n.2 20122012-12-01info:eu-repo/semantics/articletext/htmlhttp://old.scielo.br/scielo.php?script=sci_arttext&pid=S1809-43412012000200011en10.1590/S1809-43412012000200011
institution SCIELO
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country Brasil
countrycode BR
component Revista
access En linea
databasecode rev-scielo-br
tag revista
region America del Sur
libraryname SciELO
language English
format Digital
author Leitão,Débora Krischke
Gomes,Laura Graziela
spellingShingle Leitão,Débora Krischke
Gomes,Laura Graziela
Machinima and ethnographic research in three-dimensional virtual worlds
author_facet Leitão,Débora Krischke
Gomes,Laura Graziela
author_sort Leitão,Débora Krischke
title Machinima and ethnographic research in three-dimensional virtual worlds
title_short Machinima and ethnographic research in three-dimensional virtual worlds
title_full Machinima and ethnographic research in three-dimensional virtual worlds
title_fullStr Machinima and ethnographic research in three-dimensional virtual worlds
title_full_unstemmed Machinima and ethnographic research in three-dimensional virtual worlds
title_sort machinima and ethnographic research in three-dimensional virtual worlds
description 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.
publisher Associação Brasileira de Antropologia (ABA)
publishDate 2012
url http://old.scielo.br/scielo.php?script=sci_arttext&pid=S1809-43412012000200011
work_keys_str_mv AT leitaodeborakrischke machinimaandethnographicresearchinthreedimensionalvirtualworlds
AT gomeslauragraziela machinimaandethnographicresearchinthreedimensionalvirtualworlds
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