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020 _a9783839445792
020 _a9783839445792
020 _a9783837645798
040 _aoapen
_coapen
041 0 _aeng
042 _adc
080 _a004
100 1 _aKlevjer, Rune
_4auth
245 1 0 _aWhat is the Avatar?
_bFiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition
260 _aBielefeld
_btranscript Verlag
_c2022
300 _a1 electronic resource (242 p.)
490 1 _aGame Studies
506 0 _aOpen Access
_2star
_fUnrestricted online access
520 _aWhat 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.
540 _aCreative Commons
_fhttps://creativecommons.org/licenses/by-nc-nd/4.0/
_2cc
546 _aEnglish
650 0 _aПрограммирование
_91403
653 _aVideogames
653 _aAvatar
653 _aFictionality
653 _aCinema
653 _aVirtual Reality
653 _aMedia
653 _aComputer Games
653 _aMedia Aesthetics
653 _aMedia Theory
653 _aMedia Studies
856 4 0 _awww.oapen.org
_uhttps://library.oapen.org/bitstream/20.500.12657/59406/1/9783839445792.pdf
_70
_zDownload
856 4 0 _awww.oapen.org
_uhttps://directory.doabooks.org/handle/20.500.12854/93900
_70
_zDescription
909 _c197
_dKhurliman Arzieva
942 _2udc
_cEE
999 _c6370
_d6370