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What is the Avatar? : Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition / Rune Klevjer.

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Format:
Book
Author/Creator:
Klevjer, Rune, Author.
Contributor:
Günzel, Stephan, Contributor.
Mersch, Dieter, Contributor.
Sternagel, Jörg, Contributor.
Series:
Game Studies
Game Studies ; 3
Language:
English
Subjects (All):
Avatars (Virtual reality).
Physical Description:
1 online resource (242 p.)
Edition:
1st ed.
Place of Publication:
Bielefeld : transcript Verlag, [2022]
Language Note:
In English.
Biography/History:
Günzel Stephan : Stephan Günzel (Prof. Dr.) lehrt Medien- und Kulturtheorie an der University of Europe (Berlin).Sternagel Jörg : Jörg Sternagel (Dr. phil. habil.) arbeitet als Akademischer Rat am Lehrstuhl für Medienkulturwissenschaft mit dem Schwerpunkt Digitale Kulturen an der Universität Passau. Er ist Mitglied im Beirat der Deutschen Gesellschaft für Ästhetik. Seine Forschungsschwerpunkte sind Alterität, Bildlichkeit, Medialität und Performativität.Mersch Dieter : Dieter Mersch, Emeritierter Professor für Ästhetik und Theorie an der Zürcher Hochschule der Künste und bis 2021 Präsident der Deutschen Gesellschaft für Ästhetik.
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.
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
Notes:
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
Description based on online resource; title from PDF title page (publisher's Web site, viewed 07. Nov 2022)
Description based on publisher supplied metadata and other sources.
ISBN:
9783839445792
3839445795
OCLC:
1350571631

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