UID:
almahu_9949408645902882
Format:
1 online resource (242 p.)
Edition:
1st ed.
ISBN:
3-8394-4579-5
Series Statement:
Game Studies ; 3
Content:
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.
Note:
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
,
In English.
Additional Edition:
ISBN 3-8376-4579-7
Language:
English
DOI:
10.1515/9783839445792
Bookmarklink