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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Associação Brasileira de Antropologia (ABA)
2012
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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 |
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Leitão,Débora Krischke Gomes,Laura Graziela |
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Leitão,Débora Krischke Gomes,Laura Graziela Machinima and ethnographic research in three-dimensional virtual worlds |
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Leitão,Débora Krischke Gomes,Laura Graziela |
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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 |
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Machinima and ethnographic research in three-dimensional virtual worlds |
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Machinima and ethnographic research in three-dimensional virtual worlds |
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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. |
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Associação Brasileira de Antropologia (ABA) |
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2012 |
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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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1756433543333937152 |