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dc.contributor.authorKlevjer, Rune
dc.date.accessioned2022-11-19T04:00:45Z
dc.date.available2022-11-19T04:00:45Z
dc.date.issued2022
dc.date.submitted2022-11-18T16:27:58Z
dc.identifierONIX_20221118_9783839445792_13
dc.identifierhttps://library.oapen.org/handle/20.500.12657/59406
dc.identifier.urihttps://directory.doabooks.org/handle/20.500.12854/93900
dc.description.abstractWhat 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.
dc.languageEnglish
dc.relation.ispartofseriesGame Studies
dc.rightsopen access
dc.subject.otherVideogames
dc.subject.otherAvatar
dc.subject.otherFictionality
dc.subject.otherCinema
dc.subject.otherVirtual Reality
dc.subject.otherMedia
dc.subject.otherComputer Games
dc.subject.otherMedia Aesthetics
dc.subject.otherMedia Theory
dc.subject.otherMedia Studies
dc.subject.otherthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
dc.titleWhat is the Avatar?
dc.title.alternativeFiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition
dc.typebook
oapen.identifier.doi10.14361/9783839445792
oapen.relation.isPublishedBy7e97f9b9-be2b-4d9c-a928-3c8ebdfa443c
oapen.relation.isbn9783839445792
oapen.relation.isbn9783837645798
oapen.imprinttranscript Verlag
oapen.pages242
oapen.place.publicationBielefeld
dc.seriesnumber3


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