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|a DEGRU
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|d OCLCQ
|d EBLCP
|d OCLCQ
|d DEGRU
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|d OCLCQ
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|a 9783839445792
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|a 3839445795
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|a 10.1515/9783839445792
|2 doi
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|a AU@
|b 000073000282
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|a (OCoLC)1350571631
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|a 006.8
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|a UAMI
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|a Klevjer, Rune,
|e author.
|4 aut
|4 http://id.loc.gov/vocabulary/relators/aut
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|a What is the Avatar? :
|b Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition /
|c Rune Klevjer.
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|a Bielefeld :
|b transcript Verlag,
|c [2022]
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|c ©2022
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|a 1 online resource (242 p.).
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a text file
|b PDF
|2 rda
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|a Game Studies ;
|v 3
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|t Frontmatter --
|t Contents --
|t Opening remarks --
|t Preface to this edition --
|t Chapter 1: Introduction --
|t Chapter 2: Simulations, games and make-believe --
|t Chapter 3: Computer game fiction --
|t Chapter 4: The model and the avatar --
|t Chapter 5: The simulator --
|t Chapter 6: The computer game avatar --
|t Chapter 7: 2D/3D --
|t Chapter 8: The avatarial camera --
|t Conclusion --
|t Tracing the Avatar. An Afterword --
|t Bibliography
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|a 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.
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|a In English.
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0 |
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|a Description based on online resource; title from PDF title page (publisher's Web site, viewed 07. Nov 2022).
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|a De Gruyter Online
|b De Gruyter Open Access eBooks
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|a Avatars (Virtual reality)
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650 |
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|a Avatar.
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650 |
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|a Cinema.
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650 |
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|a Computer Games.
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650 |
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|a Fictionality.
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|a Media Aesthetics.
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650 |
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|a Media Studies.
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650 |
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|a Media Theory.
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650 |
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|a Media.
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650 |
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4 |
|a Virtual Reality.
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650 |
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|a Avatars (Infographie)
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650 |
|
7 |
|a SOCIAL SCIENCE / Media Studies.
|2 bisacsh
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650 |
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7 |
|a Avatars (Virtual reality)
|2 fast
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653 |
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|a Avatar.
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653 |
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|a Cinema.
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653 |
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|a Computer Games.
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653 |
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|a Fictionality.
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653 |
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|a Media Aesthetics.
|
653 |
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|a Media Studies.
|
653 |
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|a Media Theory.
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653 |
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|a Media.
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653 |
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|a Virtual Reality.
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700 |
1 |
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|a Günzel, Stephan,
|e contributor.
|4 ctb
|4 https://id.loc.gov/vocabulary/relators/ctb
|
700 |
1 |
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|a Mersch, Dieter,
|e contributor.
|4 ctb
|4 https://id.loc.gov/vocabulary/relators/ctb
|
700 |
1 |
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|a Sternagel, Jörg,
|e contributor.
|4 ctb
|4 https://id.loc.gov/vocabulary/relators/ctb
|
856 |
4 |
0 |
|u https://www.degruyter.com/openurl?genre=book&isbn=9783839445792
|z Texto completo
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938 |
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|a ProQuest Ebook Central
|b EBLB
|n EBL30469255
|
938 |
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|a ProQuest Ebook Central
|b EBLB
|n EBL7111884
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|a Knowledge Unlatched
|b KNOW
|n c57cfd20-9422-4c67-b6e5-a7e7a25d89af
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|a De Gruyter
|b DEGR
|n 9783839445792
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994 |
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|a 92
|b IZTAP
|