rdf-syntax-grammar
mods:
  schema location: http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
  title info:
    title: What is the Avatar?
    sub title: Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition
  name:
    name part: Klevjer, Rune
    role:
      role term: creator
    role:
      role term: author.
    role:
      role term: aut
    role:
      role term: http://id.loc.gov/vocabulary/relators/aut
  name:
    name part: Günzel, Stephan
    role:
      role term: contributor.
    role:
      role term: ctb
    role:
      role term: https://id.loc.gov/vocabulary/relators/ctb
  name:
    name part: Mersch, Dieter
    role:
      role term: contributor.
    role:
      role term: ctb
    role:
      role term: https://id.loc.gov/vocabulary/relators/ctb
  name:
    name part: Sternagel, Jörg
    role:
      role term: contributor.
    role:
      role term: ctb
    role:
      role term: https://id.loc.gov/vocabulary/relators/ctb
  name:
    name part: Walter de Gruyter & Co
  type of resource: text
  genre: dictionary
  genre: Electronic books.
  origin info:
    place:
      place term: gw
    place:
      place term: DE
    date issued: 2022
    copyright date: 2022
    issuance: monographic
  language:
    language term: eng
  physical description:
    form: remote
    extent: 1 online resource (242 pages).
  abstract: What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Brothers 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.
  table of contents: 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
  target audience: specialized
  note: Rune Klevjer.
  note: In English.
  subject:
    topic: Avatars (Virtual reality)
  subject:
    topic: Avatar
  subject:
    topic: Cinema
  subject:
    topic: Computer Games
  subject:
    topic: Fictionality
  subject:
    topic: Media Aesthetics
  subject:
    topic: Media Studies
  subject:
    topic: Media Theory
  subject:
    topic: Media
  subject:
    topic: Virtual Reality
  subject:
    topic: Avatars (Infographie)
  subject:
    topic: SOCIAL SCIENCE / Media Studies
  subject:
    topic: Avatars (Virtual reality)
  subject:
    topic: Avatar.
  subject:
    topic: Cinema.
  subject:
    topic: Computer Games.
  subject:
    topic: Fictionality.
  subject:
    topic: Media Aesthetics.
  subject:
    topic: Media Studies.
  subject:
    topic: Media Theory.
  subject:
    topic: Media.
  subject:
    topic: Virtual Reality.
  classification: QA76.76.I59
  classification: 006.8
  related item:
    title info:
      title: Game Studies ; 3
  identifier: 9783839445792
  identifier: 3839445795
  identifier: https://www.degruyter.com/openurl
  record info:
    record content source: DEGRU
    record creation date: 221107
    record change date: 20240212223827.0
    record identifier: in00004776685
    language of cataloging:
      language term: eng