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| Autore: |
Klevjer Rune
|
| Titolo: |
What is the Avatar? : Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition / / Rune Klevjer
|
| Pubblicazione: | Bielefeld, : transcript Verlag, 2022 |
| Bielefeld : , : transcript Verlag, , [2022] | |
| ©2022 | |
| Edizione: | 1st ed. |
| Descrizione fisica: | 1 online resource (242 p.) |
| Disciplina: | 006.8 |
| Soggetto topico: | Avatars (Virtual reality) |
| SOCIAL SCIENCE / Media Studies | |
| Persona (resp. second.): | GünzelStephan |
| MerschDieter | |
| SternagelJörg | |
| 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. |
| Titolo autorizzato: | What is the Avatar ![]() |
| ISBN: | 9783839445792 |
| 3839445795 | |
| Formato: | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione: | Inglese |
| Record Nr.: | 9910624355803321 |
| Lo trovi qui: | Univ. Federico II |
| Opac: | Controlla la disponibilità qui |