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Displaying results 1 to 14 of 14.

  1. What is the Avatar?
    fiction and embodiment in avatar-based singleplayer computer games
    Published: 2022; ©2022
    Publisher:  transcript, Bielefeld

    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... more

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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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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.

     

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    Source: Staatsbibliothek zu Berlin
    Contributor: Günzel, Stephan (VerfasserIn eines Nachworts); Sternagel, Jörg (VerfasserIn eines Nachworts); Mersch, Dieter (VerfasserIn eines Nachworts)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839445792
    Other identifier:
    RVK Categories: ST 323 ; ST 324
    Edition: Revised and Commented Edition
    Series: Game Studies ; Volume 3
    Subjects: Avatars (Virtual reality); SOCIAL SCIENCE / Media Studies
    Other subjects: Avatar; Cinema; Computer Games; Fictionality; Media Aesthetics; Media Studies; Media Theory; Media; Virtual Reality
    Scope: 1 Online-Ressource (240 Seiten)
  2. Avatar, assembled
    the social and technical anatomy of digital bodies
    Contributor: Banks, Jaime (Publisher)
    Published: [2018]
    Publisher:  Peter Lang, New York

    Universitätsbibliothek Bayreuth
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    Source: Union catalogues
    Contributor: Banks, Jaime (Publisher)
    Language: English
    Media type: Book
    ISBN: 9781433135606; 9781433138287
    RVK Categories: AP 15978 ; AP 15963
    Series: Digital formations ; vol. 106
    Subjects: Information technology; Avatars (Virtual reality); Internet games; Computerspiel; Avatar <Informatik>
    Scope: VII, 326 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

  3. The Second Life Herald
    The Virtual Tabloid That Witnessed the Dawn of the Metaverse
    Published: 2014; ©2007.
    Publisher:  MIT Press, Cambridge

    How a virtual journalist in the virtual world of online gaming landed on the real-world front page of the New York Times and how his virtual newspaper chronicled the emergence of the next generation of the World Wide Web. Intro -- Contents --... more

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    How a virtual journalist in the virtual world of online gaming landed on the real-world front page of the New York Times and how his virtual newspaper chronicled the emergence of the next generation of the World Wide Web. Intro -- Contents -- Acknowledgments -- Authors' Note -- Introduction -- 1 The Death of Urizenus -- 2 Inside the Virtual World -- 3 Slinging Bolts at the Robot Factory -- 4 A Day in the Life of a Techno-Pagan Newsroom -- 5 Dollars and Cyberspace -- 6 The Case of the Broken Jaw -- 7 Crossing the Line: Scamming, Griefing, and Real-World Crime -- 8 Down the Rabbit Hole -- 9 ''Cyber Me, Baby!'': Sex, Love, and Software in the Virtual World -- 10 Murdered! -- 11 Behind the Pixel Curtain -- 12 Taking It to the Virtual Streets -- 13 Into the Code: Exploits, Mods, and Hacks -- 14 The Resurrection of Urizenus Sklar -- 15 The Power of the Virtual Press -- 16 Ruling the Metaverse -- 17 The Day the Grid Disappeared -- 18 The Metaverse Is Born -- Appendix A: A Declaration of the Rights of Avatars -- Appendix B: Herald Obituary: In Memory of Candace Bolter, aka Kale -- Notes.

     

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    Source: Union catalogues
    Contributor: Wallace, Mark (MitwirkendeR)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262278638
    RVK Categories: AP 18450
    Series: The MIT Press Ser
    Subjects: Second Life (Game); Avatars (Virtual reality); Tabloid newspapers -- Fiction -- Computer programs; Shared virtual environments; Internet; Avatars (Virtual reality); Internet; Second Life (Game); Shared virtual environments; Tabloid newspapers ; Fiction ; Computer programs; Electronic books
    Scope: 1 online resource (313 pages)
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    Description based on publisher supplied metadata and other sources

  4. The avatar faculty
    ecstatic transformations in religion and video games
    Published: [2023]
    Publisher:  University of California Press, Oakland, California

    Introduction : the avatar faculty -- Sacred and secular settings -- The psychology of avatar therapeutics : absorptive experiences and stress relief -- The psychosocial dynamics of avatar therapeutics : enhanced self image and elevated social... more

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    Introduction : the avatar faculty -- Sacred and secular settings -- The psychology of avatar therapeutics : absorptive experiences and stress relief -- The psychosocial dynamics of avatar therapeutics : enhanced self image and elevated social standing -- Distinguishing therapeutic from toxic avatar experiences : norm conflicts and felt dissonance -- Conclusion -- Appendix A, chapter 2 supplemental material : survey methods and results -- Appendix B, chapter 3, supplemental materials : survey methods and results Appendix C, chapter 4 supplemental material : survey methods and results. "The Avatar Faculty creatively examines the parallels between spiritual and digital activities to explore the roles that symbolic second selves-avatars-can play in our lives. The use of avatars can allow for what anthropologists call ecstasy, from the Greek ekstasis, meaning "standing outside oneself." The archaic techniques of promoting spiritual ecstasy, which remain central to religious healing traditions around the world, now also have contemporary analogues in virtual worlds found on the internet. In this innovative book, Jeffrey G. Snodgrass argues that avatars allow for the ecstatic projection of consciousness into alternate realities, potentially providing both the spiritually possessed and gamers access to superior secondary identities with elevated social standing. Even if only temporary, self-transformations of these kinds can help reduce psychosocial stress and positively impact health and well-being"--

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780520384378; 0520384377
    Series: Ethnographic studies in subjectivity ; 16
    Subjects: Ecstasy; Ecstasy; Avatars (Virtual reality); Avatars (Religion); Video games; Ecstasy ; Psychological aspects; Video games ; Psychological aspects; SOCIAL SCIENCE / Anthropology / General
    Scope: 1 Online-Ressource
    Notes:

    Includes bibliographical references and index

  5. The avatar faculty
    ecstatic transformations in religion and video games
    Published: [2023]
    Publisher:  University of California Press, Oakland, California

    Introduction : the avatar faculty -- Sacred and secular settings -- The psychology of avatar therapeutics : absorptive experiences and stress relief -- The psychosocial dynamics of avatar therapeutics : enhanced self image and elevated social... more

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    Introduction : the avatar faculty -- Sacred and secular settings -- The psychology of avatar therapeutics : absorptive experiences and stress relief -- The psychosocial dynamics of avatar therapeutics : enhanced self image and elevated social standing -- Distinguishing therapeutic from toxic avatar experiences : norm conflicts and felt dissonance -- Conclusion -- Appendix A, chapter 2 supplemental material : survey methods and results -- Appendix B, chapter 3, supplemental materials : survey methods and results Appendix C, chapter 4 supplemental material : survey methods and results. "The Avatar Faculty creatively examines the parallels between spiritual and digital activities to explore the roles that symbolic second selves-avatars-can play in our lives. The use of avatars can allow for what anthropologists call ecstasy, from the Greek ekstasis, meaning "standing outside oneself." The archaic techniques of promoting spiritual ecstasy, which remain central to religious healing traditions around the world, now also have contemporary analogues in virtual worlds found on the internet. In this innovative book, Jeffrey G. Snodgrass argues that avatars allow for the ecstatic projection of consciousness into alternate realities, potentially providing both the spiritually possessed and gamers access to superior secondary identities with elevated social standing. Even if only temporary, self-transformations of these kinds can help reduce psychosocial stress and positively impact health and well-being"--

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780520384378; 0520384377
    Series: Ethnographic studies in subjectivity ; 16
    Subjects: Ecstasy; Ecstasy; Avatars (Virtual reality); Avatars (Religion); Video games; Ecstasy ; Psychological aspects; Video games ; Psychological aspects; SOCIAL SCIENCE / Anthropology / General
    Scope: 1 Online-Ressource
    Notes:

    Includes bibliographical references and index

  6. Avatar, assembled
    the social and technical anatomy of digital bodies
    Contributor: Banks, Jaime (Publisher)
    Published: [2018]
    Publisher:  Peter Lang, New York ; Bern ; Frankfurt ; Berlin ; Brussels ; Vienna ; Oxford ; Warsaw

    Freie Universität Berlin, Universitätsbibliothek
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    Source: Staatsbibliothek zu Berlin; Philologische Bibliothek, FU Berlin
    Contributor: Banks, Jaime (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781433138294; 9781433143274; 9781433143267
    RVK Categories: AP 15978 ; AP 15963
    Series: Digital formations ; vol. 106
    Subjects: Information technology; Avatars (Virtual reality); Internet games; Avatar <Informatik>; Computerspiel
    Scope: 1 Online-Ressource (VII, 326 Seiten), Illustrationen
    Notes:

    Includes bibliographical references and index

  7. Avatar, assembled
    the social and technical anatomy of digital bodies
    Contributor: Banks, Jaime (Publisher)
    Published: [2018]
    Publisher:  Peter Lang, New York

    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Source: Union catalogues
    Contributor: Banks, Jaime (Publisher)
    Language: English
    Media type: Book
    ISBN: 9781433135606; 9781433138287
    RVK Categories: AP 15978 ; AP 15963
    Series: Digital formations ; vol. 106
    Subjects: Information technology; Avatars (Virtual reality); Internet games; Computerspiel; Avatar <Informatik>
    Scope: VII, 326 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

  8. Avatarbilder
    zur Bildlichkeit des zeitgenössischen Computerspiels
    Published: c2012
    Publisher:  Transcript-Verl., Bielefeld

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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: German
    Media type: Book
    Format: Print
    ISBN: 3837621553; 9783837621556
    Other identifier:
    9783837621556
    RVK Categories: EC 2410 ; AP 14800 ; AP 15963 ; SU 500
    Series: Kultur- und Medientheorie
    Subjects: Avatars (Virtual reality); Computer games
    Scope: 224 S., zahlr. Ill., 23 cm, 423 g
    Notes:

    Literaturverz. S. [201] - 218

  9. Cultural diversity for virtual characters
    investigating behavioral aspects across cultures
    Published: 2014
    Publisher:  Springer Vieweg, Wiesbaden

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    Source: Union catalogues
    Language: English
    Media type: Dissertation
    Format: Print
    ISBN: 365804909X; 9783658049096
    Other identifier:
    9783658049096
    86360516
    Subjects: Avatars (Virtual reality); Cultural pluralism; Virtuelles Unternehmen; Künstliche Intelligenz; Spiel; Verhaltensmuster; Kommunikation; Kulturkontakt; Simulation; Codierung; Kultur; Zugang; Analyse; Internationaler Vergleich
    Scope: XIV, 236 S., Ill., graph. Darst., 210 mm x 148 mm
    Notes:

    Zusätzliches Online-Angebot unter DOI 10.1007/978-3-658-04910-2

    Zugl.: Augsburg, Univ., Diss., 2012

  10. Avatarbilder
    Zur Bildlichkeit des zeitgenössischen Computerspiels
    Published: 2012
    Publisher:  De Gruyter, Berlin ; transcript, Bielefeld

    Biographical note: Benjamin Beil (Dr. phil.) ist J.-Prof. für Medienwissenschaft mit Schwerpunkt Digitalkulturen an der Universität zu Köln. Seine Forschungsschwerpunkte sind Game Studies, TV-Serien, Prosumentenkulturen, Inter- und Transmedialität.... more

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    Biographical note: Benjamin Beil (Dr. phil.) ist J.-Prof. für Medienwissenschaft mit Schwerpunkt Digitalkulturen an der Universität zu Köln. Seine Forschungsschwerpunkte sind Game Studies, TV-Serien, Prosumentenkulturen, Inter- und Transmedialität. Die Game Studies haben in den letzten Jahren viel Aufmerksamkeit erfahren und werden betont multidisziplinär betrieben. Doch trotz eines »Iconic Turn« gibt es kaum Ansätze, die sich explizit mit der Bildlichkeit des Computerspiels auseinandersetzen. Ausgehend von den vielfältigen Darstellungsformen des Avatars - dem grafischen Stellvertreter des Spielers - erprobt Benjamin Beil einen neuen Zugang zum zeitgenössischen Computerspiel, der ludologische wie narrative Aspekte in einer bildwissenschaftlichen Perspektive vereint und den Avatar als »Schnittstelle« zwischen Raum, Interaktion, Interface und Perspektive vorstellt. Main description: Die Game Studies haben in den letzten Jahren viel Aufmerksamkeit erfahren und werden betont multidisziplinär betrieben. Doch trotz eines »Iconic Turn« gibt es kaum Ansätze, die sich explizit mit der Bildlichkeit des Computerspiels auseinandersetzen. Ausgehend von den vielfältigen Darstellungsformen des Avatars - dem grafischen Stellvertreter des Spielers - erprobt Benjamin Beil einen neuen Zugang zum zeitgenössischen Computerspiel, der ludologische wie narrative Aspekte in einer bildwissenschaftlichen Perspektive vereint und den Avatar als »Schnittstelle« zwischen Raum, Interaktion, Interface und Perspektive vorstellt.

     

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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783839421550
    Other identifier:
    9783839421550
    RVK Categories: AP 15963 ; SU 500
    Series: Kultur- und Medientheorie
    Subjects: Computer games; Avatars (Virtual reality); Media, Internet, Image, Computer Games, Visual Studies, Media Aesthetics, Digital Media, Media Studies; SOCIAL SCIENCE / Media Studies
    Scope: Online-Ressource (228 S.)
  11. My avatar, my self
    identity in video role-playing games
    Published: 2009
    Publisher:  McFarland, Jefferson, NC [u.a.]

    "This book examines the relationships between virtual and non-virtual identity in visual role-playing games. It shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of... more

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    "This book examines the relationships between virtual and non-virtual identity in visual role-playing games. It shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers. Features 15 photographs of videogame screens, and an appendix of sample videogame transcription data"--Provided by publisher

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780786441099
    RVK Categories: SU 500 ; AP 18200
    Subjects: Avatars (Virtual reality); Video games; Virtual reality; Online identities; Shared virtual environments; Human-computer interaction; Avatars (Computer graphics); Video games; Virtual reality; Online identities; Shared virtual environments; Human-computer interaction
    Scope: V, 201 S., Ill., Kt
    Notes:

    Includes bibliographical references and index

  12. Avatar, assembled
    the social and technical anatomy of digital bodies
    Contributor: Banks, Jaime (HerausgeberIn)
    Published: [2018]
    Publisher:  Peter Lang, New York

    Introduction: (dis)assembling the avatar / Jaime Banks -- The social -- Life & death : the meaning of (digital) existence / Teresa Lynch & Nicholas L. Matthews -- Shape & size : the body electric / James M. Falin & Jorge Peña -- Race and otherness :... more

    Zentrale Hochschulbibliothek Flensburg
    AP 15950 B218
    Unlimited inter-library loan, copies and loan
    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    A 2017/7318
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    Universitätsbibliothek Heidelberg
    2020 A 1444
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    Introduction: (dis)assembling the avatar / Jaime Banks -- The social -- Life & death : the meaning of (digital) existence / Teresa Lynch & Nicholas L. Matthews -- Shape & size : the body electric / James M. Falin & Jorge Peña -- Race and otherness : the utopian promise and divided reality / Kristine L. Nowak -- Boobs & butts : the babes get the gaze / Jesse Fox -- Face & hair: looks that change behaviors / Sun Joo (Grace) Ahn -- Voice and sound : player contributions to speech / Hanna Wirman & Rhys Jones -- Gesture and movement : indices of presence / Sita Popat -- Names & labels : strategic (de)identification / Mark R. Johnson -- Gear & weaponry : market ideologies of functional and cosmetic items / William Robinson & David Calvo -- Companions & vehicles : permutations of digital entities / Rabindra A. Ratan -- Alignments & alliances : associations of value / Kristine Ask & Mark Chen -- Morality & personality : perfect and deviant selves / Matthew Grizzard & Changhyun Ahn -- Relationships & reputation : part of the main(frame) / Nicholas David Bowman -- Headcanon & lore : owning the narrative / John Carter McKnight -- Cosplay & conventions : exporting the digital / Nicolle Lamerichs -- The technical -- Rules & mechanics : parameters for interactivity / Andy Boyan & Jaime Banks -- Achievements & levels: building affirmational resources / John A. Velez -- Spells & statistics : inside the black box / Christopher A. Paul -- Class & role : frameworks for (inter)action / Oskar Milik -- Resources & inventories : useful fictions / Isaac Knowles -- Code & logic : procedural desire / Peter Kudenov -- Glitches & lag : unanticipated variables / Mark R. Johnson -- Pixels and polygons : the stuff of light-beings / Roger Altizer, Jr -- Embellishment & effects : seduction by style / Dominic Kao & D. Fox Harrell -- Perspective & physics : frames for play / Ryan Bown & Gabe Olson -- Mobility & context : of being and being there / Edward Downs -- Engines & platforms : functional entanglements / Casey O¿Donnell -- Interfaces and mods : customizing the gateway / Nathan Stevens & Anthony Limperos -- Controllers & inputs : masters of puppets / Daniel Roth, Jean-Luc Lugrin, Sebastian von Mammen, & Marc Erich Latoschik -- Licensing and law : who owns an avatar? / Tyler T. Ochoa & Jaime Banks -- Contributors

     

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    Source: Union catalogues
    Contributor: Banks, Jaime (HerausgeberIn)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781433135606; 9781433138287
    Series: Digital formations ; vol. 106
    Subjects: Information technology; Avatars (Virtual reality); Internet games
    Scope: VII, 326 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

  13. The avatar faculty
    ecstatic transformations in religion and video games
    Published: [2023]
    Publisher:  University of California Press, Oakland, California

    "The Avatar Faculty creatively examines the parallels between spiritual and digital activities to explore the roles that symbolic second selves-avatars-can play in our lives. The use of avatars can allow for what anthropologists call ecstasy, from... more

    Universitätsbibliothek Heidelberg
    2023 A 3171
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    "The Avatar Faculty creatively examines the parallels between spiritual and digital activities to explore the roles that symbolic second selves-avatars-can play in our lives. The use of avatars can allow for what anthropologists call ecstasy, from the Greek ekstasis, meaning "standing outside oneself." The archaic techniques of promoting spiritual ecstasy, which remain central to religious healing traditions around the world, now also have contemporary analogues in virtual worlds found on the internet. In this innovative book, Jeffrey G. Snodgrass argues that avatars allow for the ecstatic projection of consciousness into alternate realities, potentially providing both the spiritually possessed and gamers access to superior secondary identities with elevated social standing. Even if only temporary, self-transformations of these kinds can help reduce psychosocial stress and positively impact health and well-being"--

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780520384354; 9780520384361
    Series: Ethnographic studies in subjectivity ; 16
    Subjects: Ecstasy; Ecstasy; Avatars (Virtual reality); Avatars (Religion); Video games
    Scope: xviii, 262 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

    Introduction : the avatar faculty -- Sacred and secular settings -- The psychology of avatar therapeutics : absorptive experiences and stress relief -- The psychosocial dynamics of avatar therapeutics : enhanced self image and elevated social standing -- Distinguishing therapeutic from toxic avatar experiences : norm conflicts and felt dissonance -- Conclusion -- Appendix A, chapter 2 supplemental material : survey methods and results -- Appendix B, chapter 3, supplemental materials : survey methods and results Appendix C, chapter 4 supplemental material : survey methods and results.

  14. What is the Avatar?
    fiction and embodiment in avatar-based singleplayer computer games
    Published: 2022; ©2022
    Publisher:  transcript, Bielefeld

    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... more

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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.

     

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    Cover (lizenzpflichtig)
    Source: Staatsbibliothek zu Berlin
    Contributor: Günzel, Stephan (VerfasserIn eines Nachworts); Sternagel, Jörg (VerfasserIn eines Nachworts); Mersch, Dieter (VerfasserIn eines Nachworts)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783839445792
    Other identifier:
    RVK Categories: ST 323 ; ST 324 ; AP 15963
    Edition: Revised and Commented Edition
    Series: Game Studies ; Volume 3
    Subjects: Avatars (Virtual reality); SOCIAL SCIENCE / Media Studies
    Other subjects: Avatar; Cinema; Computer Games; Fictionality; Media Aesthetics; Media Studies; Media Theory; Media; Virtual Reality
    Scope: 1 Online-Ressource (240 Seiten)