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        What is the Avatar?

        Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition

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        Author(s)
        Klevjer, Rune
        Language
        English
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        Abstract
        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.
        URI
        https://library.oapen.org/handle/20.500.12657/59406
        Keywords
        Videogames; Avatar; Fictionality; Cinema; Virtual Reality; Media; Computer Games; Media Aesthetics; Media Theory; Media Studies
        DOI
        10.14361/9783839445792
        ISBN
        9783839445792, 9783839445792, 9783837645798
        Publisher
        transcript Verlag
        Publisher website
        https://www.transcript-verlag.de/
        Publication date and place
        Bielefeld, 2022
        Imprint
        transcript Verlag
        Series
        Game Studies, 3
        Classification
        Media studies
        Pages
        242
        Rights
        https://creativecommons.org/licenses/by-nc-nd/4.0/
        • Imported or submitted locally

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        License

        • If not noted otherwise all contents are available under Attribution 4.0 International (CC BY 4.0)

        Credits

        • logo EU
        • This project received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 683680, 810640, 871069 and 964352.

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