dc.contributor.author | Klevjer, Rune | de |
dc.date.accessioned | 2023-01-11T13:07:28Z | |
dc.date.available | 2023-01-11T13:07:28Z | |
dc.date.issued | 2022 | de |
dc.identifier.isbn | 978-3-8394-4579-2 | de |
dc.identifier.issn | 2750-3747 | de |
dc.identifier.uri | https://www.ssoar.info/ssoar/handle/document/83813 | |
dc.description.abstract | What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? The author 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, the author 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. | de |
dc.language | en | de |
dc.publisher | transcript Verlag | de |
dc.subject.ddc | Publizistische Medien, Journalismus,Verlagswesen | de |
dc.subject.ddc | News media, journalism, publishing | en |
dc.subject.other | Videogames; Avatar; Fictionality; Cinema; Media Studies | de |
dc.title | What is the Avatar? Fiction and Embodiment in Avatar-Based Singleplayer Computer Games: Revised and Commented Edition | de |
dc.description.review | begutachtet | de |
dc.description.review | reviewed | en |
dc.identifier.url | https://www.transcript-verlag.de/shopMedia/openaccess/pdf/oa9783839445792.pdf | de |
dc.source.volume | 3 | de |
dc.publisher.country | DEU | de |
dc.publisher.city | Bielefeld | de |
dc.source.series | Game Studies | |
dc.subject.classoz | interaktive, elektronische Medien | de |
dc.subject.classoz | Interactive, electronic Media | en |
dc.subject.thesoz | Computerspiel | de |
dc.subject.thesoz | computer game | en |
dc.subject.thesoz | virtuelle Realität | de |
dc.subject.thesoz | virtual reality | en |
dc.subject.thesoz | interaktive Medien | de |
dc.subject.thesoz | interactive media | en |
dc.subject.thesoz | Ästhetik | de |
dc.subject.thesoz | aesthetics | en |
dc.subject.thesoz | Fiktion | de |
dc.subject.thesoz | fiction (imagination) | en |
dc.subject.thesoz | Medientheorie | de |
dc.subject.thesoz | media theory | en |
dc.identifier.urn | urn:nbn:de:0168-ssoar-83813-6 | |
dc.rights.licence | Creative Commons - Namensnennung, Nicht kommerz., Keine Bearbeitung 4.0 | de |
dc.rights.licence | Creative Commons - Attribution-Noncommercial-No Derivative Works 4.0 | en |
ssoar.contributor.institution | transcript Verlag | de |
internal.status | formal und inhaltlich fertig erschlossen | de |
internal.identifier.thesoz | 10058702 | |
internal.identifier.thesoz | 10056015 | |
internal.identifier.thesoz | 10053165 | |
internal.identifier.thesoz | 10034653 | |
internal.identifier.thesoz | 10069159 | |
internal.identifier.thesoz | 10051928 | |
dc.type.stock | monograph | de |
dc.type.document | Monographie | de |
dc.type.document | monograph | en |
dc.source.pageinfo | 240 | de |
internal.identifier.classoz | 1080404 | |
internal.identifier.document | 20 | |
internal.identifier.ddc | 070 | |
dc.identifier.doi | https://doi.org/10.14361/9783839445792 | de |
dc.description.pubstatus | Veröffentlichungsversion | de |
dc.description.pubstatus | Published Version | en |
internal.identifier.licence | 20 | |
internal.identifier.pubstatus | 1 | |
internal.identifier.review | 2 | |
internal.identifier.series | 1946 | |
internal.dda.reference | xmlxslt-bundlessource-177@@10039-9783839445792 | |