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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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 |
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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. |