00875cam a22002291i 4500991000216599707536040913s2003 it ab 000 0 ita b13191512-39ule_instDip.to Studi Storiciita914.52 Touring club italiano5623Lombardia :dalle Alpi al grande fiume, Milano, le città, i centri minori, i laghi, i parchi naturaliMilano :TCI,[2003]449 p., :ill. ;23 cm.Guide d'ItaliaLombardiaGuide.b1319151202-04-1413-09-04991000216599707536LE009 Lab. Geogr. Tci 212023000067888le009Lab.di Cattedra Geografia-E28.00-no 00000.i1383824613-09-04Lombardia148875UNISALENTOle00913-09-04ma -itait 0003135nam 22006135 450 991062435580332120240912145703.09783839445792383944579510.1515/9783839445792(CKB)5580000000395740(DE-B1597)641213(DE-B1597)9783839445792(oapen)https://directory.doabooks.org/handle/20.500.12854/93900(OCoLC)1350571631(MiAaPQ)EBC30469255(Au-PeEL)EBL30469255(MiAaPQ)EBC7111884(ScCtBLL)c57cfd20-9422-4c67-b6e5-a7e7a25d89af(Perlego)3740916(EXLCZ)99558000000039574020221107h20222022 fg engur|||||||||||txtrdacontentcrdamediacrrdacarrierWhat is the Avatar? Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition /Rune Klevjer1st ed.Bielefeldtranscript Verlag2022Bielefeld : transcript Verlag, [2022]©20221 online resource (242 p.)Game Studies ;39783837645798 3837645797 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 -- BibliographyWhat 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.Game StudiesAvatars (Virtual reality)SOCIAL SCIENCE / Media StudiesbisacshAvatars (Virtual reality)SOCIAL SCIENCE / Media Studies.006.8Klevjer Rune, authttp://id.loc.gov/vocabulary/relators/aut1264933Günzel Stephan, ctbhttps://id.loc.gov/vocabulary/relators/ctbMersch Dieter, ctbhttps://id.loc.gov/vocabulary/relators/ctbSternagel Jörg, ctbhttps://id.loc.gov/vocabulary/relators/ctbDE-B1597DE-B1597BOOK9910624355803321What is the Avatar2965940UNINA