9783839445792.pdf

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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Έκδοση: transcript Verlag 2022
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spelling oapen-20.500.12657-594062022-11-19T03:44:18Z What is the Avatar? Klevjer, Rune Videogames Avatar Fictionality Cinema Virtual Reality Media Computer Games Media Aesthetics Media Theory Media Studies bic Book Industry Communication::J Society & social sciences::JF Society & culture: general::JFD Media studies 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. 2022-11-18T16:27:58Z 2022-11-18T16:27:58Z 2022 book ONIX_20221118_9783839445792_13 9783839445792 9783837645798 https://library.oapen.org/handle/20.500.12657/59406 eng Game Studies application/pdf Attribution-NonCommercial-NoDerivatives 4.0 International 9783839445792.pdf transcript Verlag transcript Verlag 10.14361/9783839445792 10.14361/9783839445792 b30a6210-768f-42e6-bb84-0e6306590b5c 9783839445792 9783837645798 transcript Verlag 3 242 Bielefeld open access
institution OAPEN
collection DSpace
language English
description 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.
title 9783839445792.pdf
spellingShingle 9783839445792.pdf
title_short 9783839445792.pdf
title_full 9783839445792.pdf
title_fullStr 9783839445792.pdf
title_full_unstemmed 9783839445792.pdf
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publisher transcript Verlag
publishDate 2022
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