Image from Google Jackets
Image from OpenLibrary

What is the Avatar? : Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition / Rune Klevjer.

By: Contributor(s): Material type: TextTextLanguage: English Series: Game Studies ; 3Publisher: Bielefeld : transcript Verlag, [2022]Copyright date: ©2022Description: 1 online resource (242 p.)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783839445792
Subject(s): DDC classification:
  • 006.8 23
LOC classification:
  • QA76.76.I59
Other classification:
  • ST 323
Online resources:
Contents:
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
Summary: 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.
Tags from this library: No tags from this library for this title.
Star ratings
    Average rating: 0.0 (0 votes)
Holdings
Item type Current library Call number Status Date due Barcode
E-Book 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)

There are no comments on this title.

to post a comment.

University of Rizal System
Email us at univlibservices@urs.edu.ph

Visit our Website www.urs.edu.ph/library

Powered by Koha