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dc.contributor.advisorKilpp, Suzana
dc.contributor.authorLorena Filho, Gilson Moraespt_BR
dc.date.accessioned2015-03-05T18:25:55Z
dc.date.accessioned2022-09-22T19:07:24Z
dc.date.available2015-03-05T18:25:55Z
dc.date.available2022-09-22T19:07:24Z
dc.date.issued2010-04-28
dc.identifier.urihttps://hdl.handle.net/20.500.12032/57188
dc.description.abstractThe following work presents an investigation about machinima. The term (from the words machine, animation and cinema) is used to define the practice on which results, through gameplay, the making of audiovisual products, and to define the resulting videos. This work objective is to situate this form of expression in the cultural universe where they are found, denominated here as software culture and to comprehend the way in which its trails circualte around the audiovisual products, mainly in enviorments such as the internet.en
dc.description.sponsorshipNenhumapt_BR
dc.languagept_BRpt_BR
dc.publisherUniversidade do Vale do Rio do Sinospt_BR
dc.rightsopenAccesspt_BR
dc.subjectaudiovisualidadespt_BR
dc.subjectaudiovisualitiesen
dc.titleDevires machinima na cultura do softwarept_BR
dc.typeDissertaçãopt_BR


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