Game Fan-dom of Generative the Secondary Culture -Based On Machinima-

게임 팬덤의 이차 문화 생성 -머시니마를 중심으로-

  • 오성석 (호서대학교 게임공학과) ;
  • 박성준 (호서대학교 게임공학과)
  • Published : 2009.11.28


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 simple and easy way. This paper studies that how simple game consumers change their role as producers through machinima. This study is focused on the relationship between polysemy of participatory Machinima and former fandom's the secondary culture studies using ethnographic research method. It is to clarify relationship between the game users' psychological motivation for culture practice and the machinimas. We verify practically the machinima's effects on fandom culture through analysing viewers' reaction using replies on the machinimas and then find out machinima is a very important tool for expanding the game culture realm as the main body.


Machinima;Game Fandom;Game Psychology;Prosumer;Game Culture


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