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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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.)
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(DE-B1597)641213
(DE-B1597)9783839445792
(oapen)https://directory.doabooks.org/handle/20.500.12854/93900
(OCoLC)1350571631
(MiAaPQ)EBC30469255
(Au-PeEL)EBL30469255
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collection bib_alma
record_format marc
spelling 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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