LEADER 03135nam 22006135 450 001 9910624355803321 005 20240912145703.0 010 $a9783839445792 010 $a3839445795 024 7 $a10.1515/9783839445792 035 $a(CKB)5580000000395740 035 $a(DE-B1597)641213 035 $a(DE-B1597)9783839445792 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/93900 035 $a(OCoLC)1350571631 035 $a(MiAaPQ)EBC30469255 035 $a(Au-PeEL)EBL30469255 035 $a(MiAaPQ)EBC7111884 035 $a(ScCtBLL)c57cfd20-9422-4c67-b6e5-a7e7a25d89af 035 $a(Perlego)3740916 035 $a(EXLCZ)995580000000395740 100 $a20221107h20222022 fg 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aWhat is the Avatar? $eFiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition /$fRune Klevjer 205 $a1st ed. 210 $aBielefeld$ctranscript Verlag$d2022 210 1$aBielefeld : $ctranscript Verlag, $d[2022] 210 4$d©2022 215 $a1 online resource (242 p.) 225 0 $aGame Studies ;$v3 311 08$a9783837645798 311 08$a3837645797 327 $tFrontmatter -- $tContents -- $tOpening remarks -- $tPreface to this edition -- $tChapter 1: Introduction -- $tChapter 2: Simulations, games and make-believe -- $tChapter 3: Computer game fiction -- $tChapter 4: The model and the avatar -- $tChapter 5: The simulator -- $tChapter 6: The computer game avatar -- $tChapter 7: 2D/3D -- $tChapter 8: The avatarial camera -- $tConclusion -- $tTracing the Avatar. An Afterword -- $tBibliography 330 $aWhat are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch. 410 0$aGame Studies 606 $aAvatars (Virtual reality) 606 $aSOCIAL SCIENCE / Media Studies$2bisacsh 615 0$aAvatars (Virtual reality) 615 7$aSOCIAL SCIENCE / Media Studies. 676 $a006.8 700 $aKlevjer$b Rune, $4aut$4http://id.loc.gov/vocabulary/relators/aut$01264933 702 $aGünzel$b Stephan, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aMersch$b Dieter, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aSternagel$b Jörg, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 801 0$bDE-B1597 801 1$bDE-B1597 906 $aBOOK 912 $a9910624355803321 996 $aWhat is the Avatar$92965940 997 $aUNINA