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dc.contributor.authorKlevjer, Rune
dc.date.accessioned2022-11-18T16:27:58Z
dc.date.available2022-11-18T16:27:58Z
dc.date.issued2022
dc.identifierONIX_20221118_9783839445792_13
dc.identifier.urihttps://library.oapen.org/handle/20.500.12657/59406
dc.description.abstractWhat 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.
dc.languageEnglish
dc.relation.ispartofseriesGame Studies
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studiesen_US
dc.subject.otherVideogames
dc.subject.otherAvatar
dc.subject.otherFictionality
dc.subject.otherCinema
dc.subject.otherVirtual Reality
dc.subject.otherMedia
dc.subject.otherComputer Games
dc.subject.otherMedia Aesthetics
dc.subject.otherMedia Theory
dc.subject.otherMedia Studies
dc.titleWhat is the Avatar?
dc.title.alternativeFiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition
dc.typebook
oapen.identifier.doi10.14361/9783839445792
oapen.relation.isPublishedByb30a6210-768f-42e6-bb84-0e6306590b5c
oapen.relation.isbn9783839445792
oapen.relation.isbn9783837645798
oapen.imprinttranscript Verlag
oapen.series.number3
oapen.pages242
oapen.place.publicationBielefeld


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