DIGITAL LIBRARY
THE SIMS: A STUDY OF MACHINIMA'S PRODUCTIONS WITHIN EDUCATIONAL USE
UNICAMP - University of Campinas (BRAZIL)
About this paper:
Appears in: EDULEARN19 Proceedings
Publication year: 2019
Pages: 10256-10264
ISBN: 978-84-09-12031-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2019.2575
Conference name: 11th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2019
Location: Palma, Spain
Abstract:
This research focuses on fan culture, specifically on their role within the Web 2.0 and the Convergence Culture (JENKINS, 2009), knowing that today it is possible to frame the fans as producers, since they are not only receivers, but "produsers" (BRUNS, 2008). They comment, like, redistribute and remix inside the network, based on a new ethos (LANKSHEAR, KNOBEL, 2007), which makes fans seek new ways of acting on the Internet, with new technologies, being mainly collaborative and participative actors. As a result, they produce different genres through new literacies. Thus the choice of The Sims (a simulation game) fandom, the most successful game franchise of all time (JENKINS, 2009). Towards an understanding of how its fan community is characterized and works cooperatively, the choice was to analyze which objects and products are mostly used (and those that are most prominent and top rated) to map it. From this, it ended up focusing mainly on fan productions in Machinima (a digital genre consisting of a 3D animation made up by the game's own mods and resources), as these viddings are the most produced within the community. Consequently, it is made for different purposes and goals in a fandom, having multisemitioc layers (such as linguistics, music, imagery, etc.), gathered into an end product through the practices of new media technologies (eg. music and video edition). From Machinima, are produced videoclips, web-series, contests / reality-shows, among others. Therefore, it focused on 5 different Machinima's genres to create its analysis methodology that can be used and inserted in a classroom context, helping both teachers and students to understand and recognize different types of video and even produce it. To create this methodology, the discursive genre and its tools were analyzed, along with the chronotope (BAKHTIN by LEMKE, 2005) of each construct, the evaluative appreciation and polyphony (BAKHTIN, 2008), amplifying the comprehensiveness of the conceptual tools elaborated by the Bakhtinian Circle. Hence, the research is important to broaden the academic studies of this kind of cultural practice, taking a closer look at the relationship between fandom, media, convergence and multiliteracy. It is also relevant to think of the student inserted in the context of Web 2.0, which is more participatory, collaborative and bring their reality closer to the school's. In addition, the research seeks to recognize students as fans who can produce videos of their choice inside the classroom as Machinima's potential within schools is multidisciplinary.
Keywords:
Machinima, The Sims, Convergence, Linguistics, Education, Technology.