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

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...

Full description

Saved in:
Bibliographic Details
VerfasserIn:
MitwirkendeR:
Place / Publishing House:Bielefeld : : transcript Verlag, , [2022]
©2022
Year of Publication:2022
Edition:1st ed.
Language:English
Series:Game Studies
Physical Description:1 online resource (242 p.)
Tags: Add Tag
No Tags, Be the first to tag this record!
Description
Other title: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.
ISBN:3839445795
Hierarchical level:Monograph
Statement of Responsibility: Rune Klevjer.