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@book{ Klevjer2022, title = {What is the Avatar? Fiction and Embodiment in Avatar-Based Singleplayer Computer Games: Revised and Commented Edition}, author = {Klevjer, Rune}, year = {2022}, series = {Game Studies}, pages = {240}, volume = {3}, address = {Bielefeld}, publisher = {transcript Verlag}, issn = {2750-3747}, isbn = {978-3-8394-4579-2}, doi = {https://doi.org/10.14361/9783839445792}, urn = {https://nbn-resolving.org/urn:nbn:de:0168-ssoar-83813-6}, 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.}, keywords = {Computerspiel; computer game; virtuelle Realität; virtual reality; interaktive Medien; interactive media; Ästhetik; aesthetics; Fiktion; fiction (imagination); Medientheorie; media theory}}