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

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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Klevjer, Rune (Autor)
Otros Autores: Günzel, Stephan (Contribuidor), Mersch, Dieter (Contribuidor), Sternagel, Jörg (Contribuidor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Bielefeld : transcript Verlag, [2022]
Colección:Game Studies ; 3
Temas:
Acceso en línea:Texto completo

MARC

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245 1 0 |a What is the Avatar? :  |b Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition /  |c Rune Klevjer. 
264 1 |a Bielefeld :  |b transcript Verlag,  |c [2022] 
264 4 |c ©2022 
300 |a 1 online resource (242 p.). 
336 |a text  |b txt  |2 rdacontent 
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490 0 |a Game Studies ;  |v 3 
505 0 0 |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 
520 |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. 
546 |a In English. 
588 0 |a Description based on online resource; title from PDF title page (publisher's Web site, viewed 07. Nov 2022). 
590 |a De Gruyter Online  |b De Gruyter Open Access eBooks 
650 0 |a Avatars (Virtual reality) 
650 4 |a Avatar. 
650 4 |a Cinema. 
650 4 |a Computer Games. 
650 4 |a Fictionality. 
650 4 |a Media Aesthetics. 
650 4 |a Media Studies. 
650 4 |a Media Theory. 
650 4 |a Media. 
650 4 |a Virtual Reality. 
650 6 |a Avatars (Infographie) 
650 7 |a SOCIAL SCIENCE / Media Studies.  |2 bisacsh 
650 7 |a Avatars (Virtual reality)  |2 fast 
653 |a Avatar. 
653 |a Cinema. 
653 |a Computer Games. 
653 |a Fictionality. 
653 |a Media Aesthetics. 
653 |a Media Studies. 
653 |a Media Theory. 
653 |a Media. 
653 |a Virtual Reality. 
700 1 |a Günzel, Stephan,  |e contributor.  |4 ctb  |4 https://id.loc.gov/vocabulary/relators/ctb 
700 1 |a Mersch, Dieter,  |e contributor.  |4 ctb  |4 https://id.loc.gov/vocabulary/relators/ctb 
700 1 |a Sternagel, Jörg,  |e contributor.  |4 ctb  |4 https://id.loc.gov/vocabulary/relators/ctb 
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