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Machinima as a Practice of Meaning-making : A Case Study of Machinimators Participating in a Contest in Second Life. / Frølunde, Lisbeth.

2010. Abstract from 3rd European Communication and Education Conference , Hamburg, Tyskland.

Publikation: ForskningKonferenceabstrakt til konference

Harvard

Frølunde, L 2010, 'Machinima as a Practice of Meaning-making: A Case Study of Machinimators Participating in a Contest in Second Life' 3rd European Communication and Education Conference , Hamburg, Tyskland, 12-10-10 - 15-10-10,

APA

Frølunde, L. (2010). Machinima as a Practice of Meaning-making: A Case Study of Machinimators Participating in a Contest in Second Life. Abstract from 3rd European Communication and Education Conference , Hamburg, Tyskland.

CBE

Frølunde L. 2010. Machinima as a Practice of Meaning-making: A Case Study of Machinimators Participating in a Contest in Second Life. Abstract from 3rd European Communication and Education Conference , Hamburg, Tyskland.

MLA

Vancouver

Frølunde L. Machinima as a Practice of Meaning-making: A Case Study of Machinimators Participating in a Contest in Second Life. 2010. Abstract from 3rd European Communication and Education Conference , Hamburg, Tyskland.

Author

Frølunde, Lisbeth / Machinima as a Practice of Meaning-making : A Case Study of Machinimators Participating in a Contest in Second Life.

2010. Abstract from 3rd European Communication and Education Conference , Hamburg, Tyskland.

Publikation: ForskningKonferenceabstrakt til konference

Bibtex

@misc{4dff1b89399c4f08b7c67e38b6e0bef0,
title = "Machinima as a Practice of Meaning-making",
author = "Lisbeth Frølunde",
note = "panel: “Making Sense of Virtual Worlds as Sites of Innovation in Communication”",
year = "2010",
type = "ConferencePaper",

}

RIS

TY - ABST

T1 - Machinima as a Practice of Meaning-making

T2 - A Case Study of Machinimators Participating in a Contest in Second Life

A1 - Frølunde,Lisbeth

AU - Frølunde,Lisbeth

PY - 2010/10/13

Y1 - 2010/10/13

N2 - This research looks at the semiotic interest of machinimators with focus on the meanings that selected machinimators ascribe to their own films. The central data production revolves around 13 machinimators, who each entered a machinima film to a contest held in Roskilde University’s island in Second Life, 2009. While machinima contests of this type are common, the impact of this intervention is critiqued in the paper. The paper describes the three sources for data: a web-based initial survey, follow-up individual interviews with machinimators about their films (in Second Life), and probes into their stated inspirational resources. <br/>The theoretical approach is dialogic communication research and mediated discourse analysis, which aims to uncover the nexus of dynamic creative processes as fundamentally social and polyphonic. Therefore, the study examines the dynamics and significance of the complex interactions, relationships, cultural identities, and tools which constitute and sustain machinima activities. This is done by asking questions regarding meaningfulness; what meanings the machinimators ascribe to finished films, how these meanings might have transformed during specific creative processes, and the influence of the chosen tools, sign systems and technologies.<br/>The discussion in the paper reflects on the framework for the study and if, and how, it was relevant for attaining insight into meanings that individual machinimators generate and the dynamics which constitute and sustain the machinimator’s creative practice.

AB - This research looks at the semiotic interest of machinimators with focus on the meanings that selected machinimators ascribe to their own films. The central data production revolves around 13 machinimators, who each entered a machinima film to a contest held in Roskilde University’s island in Second Life, 2009. While machinima contests of this type are common, the impact of this intervention is critiqued in the paper. The paper describes the three sources for data: a web-based initial survey, follow-up individual interviews with machinimators about their films (in Second Life), and probes into their stated inspirational resources. <br/>The theoretical approach is dialogic communication research and mediated discourse analysis, which aims to uncover the nexus of dynamic creative processes as fundamentally social and polyphonic. Therefore, the study examines the dynamics and significance of the complex interactions, relationships, cultural identities, and tools which constitute and sustain machinima activities. This is done by asking questions regarding meaningfulness; what meanings the machinimators ascribe to finished films, how these meanings might have transformed during specific creative processes, and the influence of the chosen tools, sign systems and technologies.<br/>The discussion in the paper reflects on the framework for the study and if, and how, it was relevant for attaining insight into meanings that individual machinimators generate and the dynamics which constitute and sustain the machinimator’s creative practice.

KW - filmproduktion

KW - innovation

KW - online fællesskab

KW - spil

KW - virtuel verden

KW - machinima

KW - film production

UR - http://www.ecrea2010hamburg.eu/

ER -