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230202 ||| eng |
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|a 9783839445792
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|a 9783837645798
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|a Klevjer, Rune
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|a What is the Avatar?
|h Elektronische Ressource
|b Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition
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260 |
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|a Bielefeld
|b transcript Verlag
|c 2022
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300 |
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|a 1 electronic resource (242 p.)
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653 |
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|a Media
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653 |
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|a Computer Games
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653 |
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|a Cinema
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653 |
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|a Media studies / bicssc
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653 |
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|a Avatar
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653 |
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|a Videogames
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653 |
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|a Media Studies
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653 |
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|a Fictionality
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653 |
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|a Media Aesthetics
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653 |
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|a Virtual Reality
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653 |
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|a Media Theory
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041 |
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7 |
|a eng
|2 ISO 639-2
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989 |
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|b DOAB
|a Directory of Open Access Books
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|a Game Studies
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500 |
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|a Creative Commons (cc), https://creativecommons.org/licenses/by-nc-nd/4.0/
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|a 10.14361/9783839445792
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|u https://library.oapen.org/bitstream/20.500.12657/59406/1/9783839445792.pdf
|7 0
|x Verlag
|3 Volltext
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856 |
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|u https://directory.doabooks.org/handle/20.500.12854/93900
|z DOAB: description of the publication
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|a 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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