게임 팬덤의 이차 문화 생성 -머시니마를 중심으로
This paper introduces the secondary cultural productions of game fandom that have been underestimated. The participatory cultural activities of game users are broadly expanding owing to machinima technology based on game engine. It allows gamers to make the three dimensional digital animations simpl...
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Published in | 한국콘텐츠학회 논문지, 9(11) Vol. 9; no. 11; pp. 130 - 139 |
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Main Authors | , , , |
Format | Journal Article |
Language | Korean |
Published |
한국콘텐츠학회
01.11.2009
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Subjects | |
Online Access | Get full text |
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