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...
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Place / Publishing House: | Bielefeld : : transcript Verlag, , [2022] ©2022 |
Year of Publication: | 2022 |
Edition: | 1st ed. |
Language: | English |
Series: | Game Studies
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Physical Description: | 1 online resource (242 p.) |
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(CKB)5580000000395740 (DE-B1597)641213 (DE-B1597)9783839445792 (oapen)https://directory.doabooks.org/handle/20.500.12854/93900 (OCoLC)1350571631 (MiAaPQ)EBC30469255 (Au-PeEL)EBL30469255 (EXLCZ)995580000000395740 |
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Klevjer, Rune, author. aut http://id.loc.gov/vocabulary/relators/aut What is the Avatar? : Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition / Rune Klevjer. 1st ed. Bielefeld transcript Verlag 2022 Bielefeld : transcript Verlag, [2022] ©2022 1 online resource (242 p.) text txt rdacontent computer c rdamedia online resource cr rdacarrier Game Studies ; 3 Description based on online resource; title from PDF title page (publisher's Web site, viewed 07. Nov 2022) This eBook is made available Open Access under a CC BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0 https://www.degruyter.com/dg/page/open-access-policy 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. In English. 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 Avatars (Virtual reality). SOCIAL SCIENCE / Media Studies. bisacsh Avatar. Cinema. Computer Games. Fictionality. Media Aesthetics. Media Studies. Media Theory. Media. Virtual Reality. 3-8376-4579-7 Günzel, Stephan, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb Mersch, Dieter, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb Sternagel, Jörg, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb Game Studies |
language |
English |
format |
eBook |
author |
Klevjer, Rune, Klevjer, Rune, |
spellingShingle |
Klevjer, Rune, Klevjer, Rune, What is the Avatar? : Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition / Game Studies ; 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 |
author_facet |
Klevjer, Rune, Klevjer, Rune, Günzel, Stephan, Günzel, Stephan, Mersch, Dieter, Mersch, Dieter, Sternagel, Jörg, Sternagel, Jörg, |
author_variant |
r k rk r k rk |
author_role |
VerfasserIn VerfasserIn |
author2 |
Günzel, Stephan, Günzel, Stephan, Mersch, Dieter, Mersch, Dieter, Sternagel, Jörg, Sternagel, Jörg, |
author2_variant |
s g sg s g sg d m dm d m dm j s js j s js |
author2_role |
MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR |
author_sort |
Klevjer, Rune, |
title |
What is the Avatar? : Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition / |
title_sub |
Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition / |
title_full |
What is the Avatar? : Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition / Rune Klevjer. |
title_fullStr |
What is the Avatar? : Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition / Rune Klevjer. |
title_full_unstemmed |
What is the Avatar? : Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition / Rune Klevjer. |
title_auth |
What is the Avatar? : Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition / |
title_alt |
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 |
title_new |
What is the Avatar? : |
title_sort |
what is the avatar? : fiction and embodiment in avatar-based singleplayer computer games. revised and commented edition / |
series |
Game Studies ; |
series2 |
Game Studies ; |
publisher |
transcript Verlag transcript Verlag, |
publishDate |
2022 |
physical |
1 online resource (242 p.) |
edition |
1st ed. |
contents |
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 |
isbn |
3-8394-4579-5 3-8376-4579-7 |
callnumber-first |
Q - Science |
callnumber-subject |
QA - Mathematics |
callnumber-label |
QA76 |
callnumber-sort |
QA 276.76 I59 |
illustrated |
Not Illustrated |
dewey-hundreds |
000 - Computer science, information & general works |
dewey-tens |
000 - Computer science, knowledge & systems |
dewey-ones |
006 - Special computer methods |
dewey-full |
006.8 |
dewey-sort |
16.8 |
dewey-raw |
006.8 |
dewey-search |
006.8 |
oclc_num |
1350571631 |
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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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