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.
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Stephan Günzel (Prof. Dr.) lehrt Medien- und Kulturtheorie an der University of Europe (Berlin). Jörg Sternagel (Dr. phil. habil.) arbeitet als Akademischer Rat am Lehrstuhl für Medienkulturwissenschaft mit dem Schwerpunkt Digitale Kulturen an der Universität Passau. Er ist Mitglied im Beirat der Deutschen Gesellschaft für Ästhetik. Seine Forschungsschwerpunkte sind Alterität, Bildlichkeit, Medialität und Performativität. Dieter Mersch, Emeritierter Professor für Ästhetik und Theorie an der Zürcher Hochschule der Künste und bis 2021 Präsident der Deutschen Gesellschaft für Ästhetik.
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Paperback. Condición: new. Paperback. 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 Guenzel, Joerg Sternagel, and Dieter Mersch. The annotated new edition of Rune Klevjer's ground-breaking book What is the Avatar? Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Nº de ref. del artículo: 9783837645798
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Paperback. Condición: New. Revised and Annotated Edition. 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. Nº de ref. del artículo: LU-9783837645798
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Condición: Wie Neu. Zustandsbeschreibung: leichte Lagerspuren/minor shelfwear. Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition. 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. Revised and Commented Edition. 240 Seiten, broschiert (Game Studies; Vol. 3/transcript Verlag 2022). Statt EUR 40,00. Gewicht: 391 g - Softcover/Taschenbuch. Nº de ref. del artículo: 130258
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Paperback. Condición: New. Revised and Annotated Edition. 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. Nº de ref. del artículo: LU-9783837645798
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