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[null,null,"Autore",null,"Klevjer Rune"]
[null,null,"Titolo",null,"What is the Avatar? : Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition / / Rune Klevjer"]
[null,null,"Pubbl/distr/stampa",null,"Bielefeld, : transcript Verlag, 2022"]
[{"$nulls":4},"Bielefeld : , : transcript Verlag, , [2022]"]
[{"$nulls":4},"©2022"]
[null,null,"ISBN",null,"9783839445792"]
[{"$nulls":4},"3839445795"]
[null,null,"Edizione",null,"[1st ed.]"]
[null,null,"Descrizione fisica",null,"1 online resource (242 p.)"]
[null,null,"Collana",null,"Game Studies ; ; 3"]
[null,null,"Disciplina",null,"006.8"]
[null,null,"Soggetti",null,"Avatars (Virtual reality)"]
[{"$nulls":4},"SOCIAL SCIENCE / Media Studies"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,"Nota di contenuto",null,"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"]
[null,null,null,"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."]