Machinima and Ethnographic Research in Three-Dimensional Virtual Worlds (original) (raw)
Abstract
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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- SIMONDON, Gilbert. 2008. El modo de existencia de los objetos técnicos. Buenos Aires: Prometeo Libros. About the authors Débora Krischke Leitão is professor in the department of social sciences and the graduate program in social sciences at the Federal University at Santa Maria. She is organizer of the book Antropologia e Consumo (AGE, 2006) , co-author of the book Antropologia (EdUFMT, 2009) and author of vari- ous articles and book chapters. Member of the Interdisciplinary Group for Cyberculture Studies. < http://dgp.cnpq.br/buscaoperacional/detalhegrupo. jsp?grupo=0327703ENZ8GP1 > Email: deborakl@gmail.com
- Rua Acadêmico Rigoberto Duarte, 15, apto. 503. Santa Maria. 97.060-030