Virtual Cultures in Pandemic Time (2024)

ALL 11/17/2024 (en) Documentary 124 Min
  • Release
    11/17/2024
  • Production
  • Rotten tomato
    0%
  • Original title
    Virtual Cultures in Pandemic Time
  • Original language
    en
  • Production Cost
  • 0.00
    -

Overview

Since March 2020, Draxtor has been following UC Irvine Department of Anthropology researchers Tom Boellstorff, Evan Conaway, Chandra Middleton and Sandy Wenger around Animal Crossing and Second Life to find out how the COVID-19 pandemic is reshaping online interaction. In the film, protagonists from all over the world open up about their anxieties and everyday challenges during the last two years, and share what virtual worlds and social games mean to them in the context of a global health crisis. Many hours of mixed reality interviews, group discussions in Second Life and a comprehensive survey filled out by over 4000 players/residents provide the basis for a sprawling narrative. What emerges through participant observation is a mosaic of impressions, voices and worlds belonging to people from all walks of life, who are actively engaging in community building in the digital realm as they are trying to make sense of a new age dominated by uncertainty and physical isolation.

  1. Director

  2. Story

  3. Editor

  4. Producer



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Casts

  1. Draxtor

    Themself

  2. Tom Boellstorff

    Themself

  3. Evan Conaway

    Themself

  4. Chanda Middleton

    Themself

  5. Sandy Wenger

    Themself

Full Cast & Crew

Casts : 5 , Crews : 0

Keyword

Virtual Cultures in Pandemic Time (2024) 124 Min

ALL 11/17/2024 (en)
Documentary
  • Release 11/17/2024
  • Production
  • Original title Virtual Cultures in Pandemic Time
  • en
  • Revenue0.00

Overview

Since March 2020, Draxtor has been following UC Irvine Department of Anthropology researchers Tom Boellstorff, Evan Conaway, Chandra Middleton and Sandy Wenger around Animal Crossing and Second Life to find out how the COVID-19 pandemic is reshaping online interaction. In the film, protagonists from all over the world open up about their anxieties and everyday challenges during the last two years, and share what virtual worlds and social games mean to them in the context of a global health crisis. Many hours of mixed reality interviews, group discussions in Second Life and a comprehensive survey filled out by over 4000 players/residents provide the basis for a sprawling narrative. What emerges through participant observation is a mosaic of impressions, voices and worlds belonging to people from all walks of life, who are actively engaging in community building in the digital realm as they are trying to make sense of a new age dominated by uncertainty and physical isolation.

  1. Director

  2. Story

  3. Editor

  4. Producer