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
Physical Description:1 online resource (242 p.)
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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. 
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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 
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653 |a Fictionality. 
653 |a Media Aesthetics. 
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653 |a Media Theory. 
653 |a Media. 
653 |a Virtual Reality. 
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700 1 |a Sternagel, Jörg,   |e contributor.  |4 ctb  |4 https://id.loc.gov/vocabulary/relators/ctb 
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