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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.
Avatars (Virtual reality). --- SOCIAL SCIENCE / Media Studies. --- Avatar. --- Cinema. --- Computer Games. --- Fictionality. --- Media Aesthetics. --- Media Studies. --- Media Theory. --- Media. --- Virtual Reality. --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Virtual reality
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