Machinima Film (2016)
⚠️ NR
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01.01.2016
18dk
Lum Çitaku
Özet
At present time in actual life in film and virtually in-game, Oso, Lis, and Edvin are playing online video games, while Alban is programing. They are part of the new gaming subculture. What is their experience as they dwell in the online world? What can be felt through gaming and what can be thought of its purpose? The film is an extract of a larger ethnography on digital cultures and games.
Durum
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