What is the Avatar? : Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition / Rune Klevjer.
Material type: TextLanguage: English Series: Game Studies ; 3Publisher: Bielefeld : transcript Verlag, [2022]Copyright date: ©2022Description: 1 online resource (242 p.)Content type:- text
- computer
- online resource
- 9783839445792
- 006.8 23
- QA76.76.I59
- ST 323
Item type | Current library | Call number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|
E-Book | De Gruyter | Available |
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
Open Access unrestricted online access star
https://purl.org/coar/access_right/c_abf2
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.
Mode of access: Internet via World Wide Web.
This eBook is made available Open Access under a CC BY-NC-ND 4.0 license:
https://creativecommons.org/licenses/by-nc-nd/4.0
https://www.degruyter.com/dg/page/open-access-policy
In English.
Description based on online resource; title from PDF title page (publisher's Web site, viewed 01. Dez 2022)
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