|
|
|
|
|
|
|
|
|
1. |
Record Nr. |
UNISA996496565603316 |
|
|
Autore |
Klevjer Rune |
|
|
Titolo |
What is the Avatar? : Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition / / Rune Klevjer |
|
|
|
|
|
|
|
Pubbl/distr/stampa |
|
|
Bielefeld, : transcript Verlag, 2022 |
|
Bielefeld : , : transcript Verlag, , [2022] |
|
©2022 |
|
|
|
|
|
|
|
|
|
ISBN |
|
|
|
|
|
|
Edizione |
[1st ed.] |
|
|
|
|
|
Descrizione fisica |
|
1 online resource (242 p.) |
|
|
|
|
|
|
Collana |
|
|
|
|
|
|
Disciplina |
|
|
|
|
|
|
Soggetti |
|
Avatars (Virtual reality) |
SOCIAL SCIENCE / Media Studies |
|
|
|
|
|
|
|
|
Lingua di pubblicazione |
|
|
|
|
|
|
Formato |
Materiale a stampa |
|
|
|
|
|
Livello bibliografico |
Monografia |
|
|
|
|
|
Nota di contenuto |
|
Frontmatter -- Contents -- Opening remarks -- Preface to this edition -- Chapter 1: Introduction -- Chapter 2: Simulations, games and make-believe -- Chapter 3: Computer game fiction -- Chapter 4: The model and the avatar -- Chapter 5: The simulator -- Chapter 6: The computer game avatar -- Chapter 7: 2D/3D -- Chapter 8: The avatarial camera -- Conclusion -- Tracing the Avatar. An Afterword -- Bibliography |
|
|
|
|
|
|
|
|
Sommario/riassunto |
|
What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch. |
|
|
|
|
|
|
|
| |