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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100 | 1 | |a Klevjer, Rune, |e author. |4 aut |4 http://id.loc.gov/vocabulary/relators/aut | |
245 | 1 | 0 | |a What is the Avatar? : |b Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition / |c Rune Klevjer. |
250 | |a 1st ed. | ||
260 | |a Bielefeld |b transcript Verlag |c 2022 | ||
264 | 1 | |a Bielefeld : |b transcript Verlag, |c [2022] | |
264 | 4 | |c ©2022 | |
300 | |a 1 online resource (242 p.) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
490 | 0 | |a Game Studies ; |v 3 | |
588 | 0 | |a Description based on online resource; title from PDF title page (publisher's Web site, viewed 07. Nov 2022) | |
540 | |a This eBook is made available Open Access under a CC BY-NC-ND 4.0 license: |u https://creativecommons.org/licenses/by-nc-nd/4.0 |u https://www.degruyter.com/dg/page/open-access-policy | ||
520 | |a 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. | ||
546 | |a In English. | ||
505 | 0 | 0 | |t Frontmatter -- |t Contents -- |t Opening remarks -- |t Preface to this edition -- |t Chapter 1: Introduction -- |t Chapter 2: Simulations, games and make-believe -- |t Chapter 3: Computer game fiction -- |t Chapter 4: The model and the avatar -- |t Chapter 5: The simulator -- |t Chapter 6: The computer game avatar -- |t Chapter 7: 2D/3D -- |t Chapter 8: The avatarial camera -- |t Conclusion -- |t Tracing the Avatar. An Afterword -- |t Bibliography |
650 | 0 | |a Avatars (Virtual reality). | |
650 | 7 | |a SOCIAL SCIENCE / Media Studies. |2 bisacsh | |
653 | |a Avatar. | ||
653 | |a Cinema. | ||
653 | |a Computer Games. | ||
653 | |a Fictionality. | ||
653 | |a Media Aesthetics. | ||
653 | |a Media Studies. | ||
653 | |a Media Theory. | ||
653 | |a Media. | ||
653 | |a Virtual Reality. | ||
776 | |z 3-8376-4579-7 | ||
700 | 1 | |a Günzel, Stephan, |e contributor. |4 ctb |4 https://id.loc.gov/vocabulary/relators/ctb | |
700 | 1 | |a Mersch, Dieter, |e contributor. |4 ctb |4 https://id.loc.gov/vocabulary/relators/ctb | |
700 | 1 | |a Sternagel, Jörg, |e contributor. |4 ctb |4 https://id.loc.gov/vocabulary/relators/ctb | |
830 | 0 | |a Game Studies | |
906 | |a BOOK | ||
ADM | |b 2024-09-14 03:15:53 Europe/Vienna |f system |c marc21 |a 2022-10-01 21:41:45 Europe/Vienna |g false | ||
AVE | |i DOAB Directory of Open Access Books |P DOAB Directory of Open Access Books |x https://eu02.alma.exlibrisgroup.com/view/uresolver/43ACC_OEAW/openurl?u.ignore_date_coverage=true&portfolio_pid=5341202400004498&Force_direct=true |Z 5341202400004498 |b Available |8 5341202400004498 |