| Online-Ressource |
Verfasst von: | Klevjer, Rune [VerfasserIn] ![i](/https/katalog.ub.uni-heidelberg.de/opacicon/information2.png) |
Titel: | What is the Avatar? |
Titelzusatz: | fiction and embodiment in avatar-based singleplayer computer games |
Mitwirkende: | Günzel, Stephan [VerfasserIn eines Nachworts] ![i](/https/katalog.ub.uni-heidelberg.de/opacicon/information2.png) |
| Sternagel, Jörg [VerfasserIn eines Nachworts] ![i](/https/katalog.ub.uni-heidelberg.de/opacicon/information2.png) |
| Mersch, Dieter [VerfasserIn eines Nachworts] ![i](/https/katalog.ub.uni-heidelberg.de/opacicon/information2.png) |
Verf.angabe: | Rune Klevjer ; Nachwort von: Stephan Günzel, Jörg Sternagel und Dieter Mersch |
Ausgabe: | Revised and Commented Edition |
Verlagsort: | Bielefeld |
Verlag: | transcript |
Jahr: | 2022 |
Umfang: | 1 Online-Ressource (240 Seiten) |
Gesamttitel/Reihe: | Game Studies ; Volume 3 |
Schrift/Sprache: | In English |
Ang. zum Inhalt: | 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: | 978-3-8394-4579-2 |
Abstract: | 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. |
DOI: | doi:10.1515/9783839445792 |
URL: | kostenfrei: Verlag: https://www.degruyter.com/isbn/9783839445792 |
| kostenfrei: Resolving-System: https://doi.org/10.1515/9783839445792 |
| kostenfrei: Resolving-System: https://doi.org/10.1515/9783839445792?locatt=mode:legacy |
| Cover: https://www.degruyter.com/document/cover/isbn/9783839445792/original |
| DOI: https://doi.org/10.1515/9783839445792 |
Schlagwörter: | (s)Avatar <Informatik> / (s)Medientheorie / (s)Computerspiel / (s)Virtuelle Realität / (s)Medienwissenschaft ![i](/https/katalog.ub.uni-heidelberg.de/opacicon/information2.png) |
Datenträger: | Online-Ressource |
Sprache: | eng |
Bibliogr. Hinweis: | Erscheint auch als : Druckausgabe: Klevjer, Rune: What is the avatar?. - Revised and commented edition. - Bielefeld : transcript, 2022. - 240 Seiten |
RVK-Notation: | ST 323 ![i](/https/katalog.ub.uni-heidelberg.de/opacicon/information2.png) |
| ST 324 ![i](/https/katalog.ub.uni-heidelberg.de/opacicon/information2.png) |
| AP 15963 ![i](/https/katalog.ub.uni-heidelberg.de/opacicon/information2.png) |
Sach-SW: | SOCIAL SCIENCE / Media Studies |
K10plus-PPN: | 1822447615 |
Verknüpfungen: | → Übergeordnete Aufnahme |
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Lokale URL UB: | Zum Volltext |