What is the avatar?: fiction and embodiment in avatar-based singleplayer computer games
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Bielefeld
transcript
2022
|
Ausgabe: | Revised and commented edition |
Schriftenreihe: | Game studies
volume 3 |
Schlagworte: | |
Online-Zugang: | Volltext Volltext Volltext Inhaltsverzeichnis |
Beschreibung: | Erscheint als Open Access bei De Gruyter |
Beschreibung: | 1 Online-Ressource |
ISBN: | 9783839445792 |
DOI: | 10.14361/9783839445792 |
Internformat
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100 | 1 | |a Klevjer, Rune |e Verfasser |0 (DE-588)1273757688 |4 aut | |
245 | 1 | 0 | |a What is the avatar? |b fiction and embodiment in avatar-based singleplayer computer games |c Rune Klevjer |
250 | |a Revised and commented edition | ||
264 | 1 | |a Bielefeld |b transcript |c 2022 | |
300 | |a 1 Online-Ressource | ||
336 | |b txt |2 rdacontent | ||
337 | |b c |2 rdamedia | ||
338 | |b cr |2 rdacarrier | ||
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500 | |a Erscheint als Open Access bei De Gruyter | ||
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650 | 0 | 7 | |a Virtuelle Realität |0 (DE-588)4399931-1 |2 gnd |9 rswk-swf |
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653 | |a Videogames | ||
653 | |a Avatar | ||
653 | |a Fictionality | ||
653 | |a Cinema | ||
653 | |a Virtual Reality | ||
653 | |a Media | ||
653 | |a Computer Games | ||
653 | |a Media Aesthetics | ||
653 | |a Media Theory | ||
653 | |a Media Studies | ||
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Datensatz im Suchindex
DE-BY-FWS_katkey | 1008108 |
---|---|
_version_ | 1813306031172747264 |
adam_text |
CONTENTS
OPENING
REMARKS
(DIETER
MERSCH)
.
9
PREFACE
TO
THIS
EDITION
.
11
GOLDENEYE
007
.
12
THEORETICAL
MOTIVATIONS
.
13
FICTION?
.
16
AVATAR
THEORY
.
17
EVERYDAY
VIRTUALITY
.
18
ACKNOWLEDGMENTS
TO
THE
ORIGINAL
EDITION
.
20
CHAPTER
1:
INTRODUCTION
.
21
CHAPTER
2:
SIMULATIONS,
GAMES
AND
MAKE-BELIEVE
.
27
PROCEDURAL
REPRESENTATION
.
27
THE
WORLDS
OF
PLAY
.
28
CONTEST
VERSUS
MIMESIS
.
31
WORLD
AS
THE
DIEGETIC
.
32
MIMESIS
AS
MAKE-BELIEVE
.
34
FICTIONAL
SUBJECTIVITY:
FICTION
AS
SIMULATION
.
36
WORK
WORLDS
.
38
A
PROP-CENTRED
APPROACH
.
40
RECENTRING
.
40
THE
PARADOX
OF
PLAY
.
44
CHAPTER
3:
COMPUTER
GAME
FICTION
.
49
FIRST-PERSON
EXPERIENCE
.
49
CYBERTEXT
.
53
LUDOLOGY
.
56
TEXTPLAY
.
58
HALF-REAL
.
60
A
CRITICAL
APPROACH
TO
THE
RULES
PERSPECTIVE
.
64
THE
CURSOR
THEORY
.
69
THE
IMMERSIVE
FALLACY?
.
73
AVATARS:
THE
3-LAYER
MODEL
.
76
THE
ROLE
OF
THE
COMPUTER
.
79
CHAPTER
4:
THE
MODEL
AND
THE
AVATAR
.
81
MENTAL
AND
PERCEPTUAL
SIMULATIONS
THE
PROP
AS
MODEL
.
INSTRUMENTAL
MAKE-BELIEVE
.
GESTURAL
SIMULATIONS
.
FICTION
VERSUS
SIMULATION?
.
THE
AVATAR
.
THE
AVATAR
AND
THE
BODY
.
.81
83
85
87
88
93
94
CHAPTER
5:
THE
SIMULATOR
.
103
SECOND-ORDER
SIMULATIONS
.
105
THE
LOOP
OF
COMMUNION
.
107
THE
SYSTEM
SIMULATOR
.
108
THE'WORLD'OF
THE
GAME
.
109
3
PRINCIPLES
OF
REALISTIC
AGENCY
.
110
ENVIRONMENTS
VERSUS
AUTOMATONS
.
116
COMPUTER
GAME
WORLDNESS
.
119
CHAPTER
6:
THE
COMPUTER
GAME
AVATAR
.
121
CHARACTER
.
121
TANGIBLE
(INFORMATION)
SPACES
.
122
MINIATURE
WORLDS
.
125
THE
SCREEN-BASED
AVATAR
.
128
THE
INSTRUMENT
.
131
THE
AVATAR
REVISITED
.
134
FOUR
GENRES
OF
THE
SINGLEPLAYER
COMPUTER
GAME
.
135
THE
GAMEWORLD
AND
THE
CONTEST
.
140
AVATARIAL
LEARNING
AND
ROLE
PLAYING
.
144
CHAPTER
7:
2D/3D
.
.
THE
EXTENDED
AVATAR
.
147
THE
SUBJECTIVE
AVATAR
.
149
THE
AVATARIAL
CONFIGURATION
.
154
RELATIVE
INDEPENDENCE
.
157
3D
SOUND
SPACE
.
160
CONTINUOUS
INTERFACES
.
162
MOUSELOOK
.
165
RUMBLE
.
167
THE
30
AVATAR
DEFINED
.
168
SELF-CONTAINED
FICTIONS
.
170
CHAPTER
8:
THE
AVATARIAL
CAMERA
.
173
THE
SIMULATED
CAMERA
.
.
SYNTHETIC
REALISM
.
175
IMMEDIACY
AND
HYPERMEDIACY
.
178
VIRTUAL
MOBILITY
AND
NAVIGABLE
SPACE
.
179
NAVIGABLE
SPACE
AS
INTERFACE
.
183
REALISTIC
EMBODIMENT
.
186
CONCRETISED
ABSTRACTION
VERSUS
CINEMATIC
NATURALISM
.
189
FUNCTIONAL
REALISM
.
192
THE
PARADIGM
OF
VIRTUAL
REALITY
.
193
VIRTUAL
REALITY
VERSUS
THE
AVATAR
.
196
PANORAMIC
VERSUS
VEHICULAR
VISION
.
199
NEGATIVE
AGENCY
.
.
VERTIGINOUS
MACHINES
.
206
STEADICAM
.
209
THE
FILMIC
CAMERA
.
212
CINEMATIC
SPACE
AS
GAMEWORLD
.
213
CONCLUSION
.
215
AFTERWORD
(STEPHAN
GUNZEL,
JORG
STERNAGEL,
DIETER
MERSCH)
.
219
BIBLIOGRAPHY
.
227 |
adam_txt |
CONTENTS
OPENING
REMARKS
(DIETER
MERSCH)
.
9
PREFACE
TO
THIS
EDITION
.
11
GOLDENEYE
007
.
12
THEORETICAL
MOTIVATIONS
.
13
FICTION?
.
16
AVATAR
THEORY
.
17
EVERYDAY
VIRTUALITY
.
18
ACKNOWLEDGMENTS
TO
THE
ORIGINAL
EDITION
.
20
CHAPTER
1:
INTRODUCTION
.
21
CHAPTER
2:
SIMULATIONS,
GAMES
AND
MAKE-BELIEVE
.
27
PROCEDURAL
REPRESENTATION
.
27
THE
WORLDS
OF
PLAY
.
28
CONTEST
VERSUS
MIMESIS
.
31
WORLD
AS
THE
DIEGETIC
.
32
MIMESIS
AS
MAKE-BELIEVE
.
34
FICTIONAL
SUBJECTIVITY:
FICTION
AS
SIMULATION
.
36
WORK
WORLDS
.
38
A
PROP-CENTRED
APPROACH
.
40
RECENTRING
.
40
THE
PARADOX
OF
PLAY
.
44
CHAPTER
3:
COMPUTER
GAME
FICTION
.
49
FIRST-PERSON
EXPERIENCE
.
49
CYBERTEXT
.
53
LUDOLOGY
.
56
TEXTPLAY
.
58
HALF-REAL
.
60
A
CRITICAL
APPROACH
TO
THE
RULES
PERSPECTIVE
.
64
THE
CURSOR
THEORY
.
69
THE
IMMERSIVE
FALLACY?
.
73
AVATARS:
THE
3-LAYER
MODEL
.
76
THE
ROLE
OF
THE
COMPUTER
.
79
CHAPTER
4:
THE
MODEL
AND
THE
AVATAR
.
81
MENTAL
AND
PERCEPTUAL
SIMULATIONS
THE
PROP
AS
MODEL
.
INSTRUMENTAL
MAKE-BELIEVE
.
GESTURAL
SIMULATIONS
.
FICTION
VERSUS
SIMULATION?
.
THE
AVATAR
.
THE
AVATAR
AND
THE
BODY
.
.81
83
85
87
88
93
94
CHAPTER
5:
THE
SIMULATOR
.
103
SECOND-ORDER
SIMULATIONS
.
105
THE
LOOP
OF
COMMUNION
.
107
THE
SYSTEM
SIMULATOR
.
108
THE'WORLD'OF
THE
GAME
.
109
3
PRINCIPLES
OF
REALISTIC
AGENCY
.
110
ENVIRONMENTS
VERSUS
AUTOMATONS
.
116
COMPUTER
GAME
WORLDNESS
.
119
CHAPTER
6:
THE
COMPUTER
GAME
AVATAR
.
121
CHARACTER
.
121
TANGIBLE
(INFORMATION)
SPACES
.
122
MINIATURE
WORLDS
.
125
THE
SCREEN-BASED
AVATAR
.
128
THE
INSTRUMENT
.
131
THE
AVATAR
REVISITED
.
134
FOUR
GENRES
OF
THE
SINGLEPLAYER
COMPUTER
GAME
.
135
THE
GAMEWORLD
AND
THE
CONTEST
.
140
AVATARIAL
LEARNING
AND
ROLE
PLAYING
.
144
CHAPTER
7:
2D/3D
.
.
THE
EXTENDED
AVATAR
.
147
THE
SUBJECTIVE
AVATAR
.
149
THE
AVATARIAL
CONFIGURATION
.
154
RELATIVE
INDEPENDENCE
.
157
3D
SOUND
SPACE
.
160
CONTINUOUS
INTERFACES
.
162
MOUSELOOK
.
165
RUMBLE
.
167
THE
30
AVATAR
DEFINED
.
168
SELF-CONTAINED
FICTIONS
.
170
CHAPTER
8:
THE
AVATARIAL
CAMERA
.
173
THE
SIMULATED
CAMERA
.
.
SYNTHETIC
REALISM
.
175
IMMEDIACY
AND
HYPERMEDIACY
.
178
VIRTUAL
MOBILITY
AND
NAVIGABLE
SPACE
.
179
NAVIGABLE
SPACE
AS
INTERFACE
.
183
REALISTIC
EMBODIMENT
.
186
CONCRETISED
ABSTRACTION
VERSUS
CINEMATIC
NATURALISM
.
189
FUNCTIONAL
REALISM
.
192
THE
PARADIGM
OF
VIRTUAL
REALITY
.
193
VIRTUAL
REALITY
VERSUS
THE
AVATAR
.
196
PANORAMIC
VERSUS
VEHICULAR
VISION
.
199
NEGATIVE
AGENCY
.
.
VERTIGINOUS
MACHINES
.
206
STEADICAM
.
209
THE
FILMIC
CAMERA
.
212
CINEMATIC
SPACE
AS
GAMEWORLD
.
213
CONCLUSION
.
215
AFTERWORD
(STEPHAN
GUNZEL,
JORG
STERNAGEL,
DIETER
MERSCH)
.
219
BIBLIOGRAPHY
.
227 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Klevjer, Rune |
author_GND | (DE-588)1273757688 |
author_facet | Klevjer, Rune |
author_role | aut |
author_sort | Klevjer, Rune |
author_variant | r k rk |
building | Verbundindex |
bvnumber | BV048497305 |
collection | ZDB-23-DGG ZDB-23-GOA ZDB-94-OAB |
ctrlnum | (OCoLC)1352884686 (DE-599)DNB1266476903 |
doi_str_mv | 10.14361/9783839445792 10.1515/9783839445792 |
edition | Revised and commented edition |
format | Electronic eBook |
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id | DE-604.BV048497305 |
illustrated | Not Illustrated |
index_date | 2024-07-03T20:43:24Z |
indexdate | 2024-10-19T04:03:09Z |
institution | BVB |
isbn | 9783839445792 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-033874659 |
oclc_num | 1352884686 |
open_access_boolean | 1 |
owner | DE-B1533 DE-M100 DE-12 DE-634 DE-210 DE-1052 DE-521 DE-1102 DE-1046 DE-1047 DE-1028 DE-Aug4 DE-1050 DE-573 DE-M347 DE-92 DE-1051 DE-898 DE-BY-UBR DE-859 DE-860 DE-1049 DE-863 DE-BY-FWS DE-862 DE-BY-FWS DE-523 DE-Re13 DE-BY-UBR DE-Y3 DE-255 DE-Y7 DE-Y2 DE-70 DE-2174 DE-127 DE-22 DE-BY-UBG DE-155 DE-BY-UBR DE-150 DE-154 DE-91 DE-BY-TUM DE-384 DE-473 DE-BY-UBG DE-19 DE-BY-UBM DE-355 DE-BY-UBR DE-703 DE-20 DE-706 DE-824 DE-29 DE-739 |
owner_facet | DE-B1533 DE-M100 DE-12 DE-634 DE-210 DE-1052 DE-521 DE-1102 DE-1046 DE-1047 DE-1028 DE-Aug4 DE-1050 DE-573 DE-M347 DE-92 DE-1051 DE-898 DE-BY-UBR DE-859 DE-860 DE-1049 DE-863 DE-BY-FWS DE-862 DE-BY-FWS DE-523 DE-Re13 DE-BY-UBR DE-Y3 DE-255 DE-Y7 DE-Y2 DE-70 DE-2174 DE-127 DE-22 DE-BY-UBG DE-155 DE-BY-UBR DE-150 DE-154 DE-91 DE-BY-TUM DE-384 DE-473 DE-BY-UBG DE-19 DE-BY-UBM DE-355 DE-BY-UBR DE-703 DE-20 DE-706 DE-824 DE-29 DE-739 |
physical | 1 Online-Ressource |
psigel | ZDB-23-DGG ZDB-23-GOA ZDB-94-OAB |
publishDate | 2022 |
publishDateSearch | 2022 |
publishDateSort | 2022 |
publisher | transcript |
record_format | marc |
series | Game studies |
series2 | Game studies |
spellingShingle | Klevjer, Rune What is the avatar? fiction and embodiment in avatar-based singleplayer computer games Game studies Medientheorie (DE-588)7610872-7 gnd Film (DE-588)4017102-4 gnd Computerspiel (DE-588)4010457-6 gnd Virtuelle Realität (DE-588)4399931-1 gnd Avatar Informatik (DE-588)4711803-9 gnd Selbstdarstellung (DE-588)4122349-4 gnd |
subject_GND | (DE-588)7610872-7 (DE-588)4017102-4 (DE-588)4010457-6 (DE-588)4399931-1 (DE-588)4711803-9 (DE-588)4122349-4 |
title | What is the avatar? fiction and embodiment in avatar-based singleplayer computer games |
title_auth | What is the avatar? fiction and embodiment in avatar-based singleplayer computer games |
title_exact_search | What is the avatar? fiction and embodiment in avatar-based singleplayer computer games |
title_exact_search_txtP | What is the avatar? fiction and embodiment in avatar-based singleplayer computer games |
title_full | What is the avatar? fiction and embodiment in avatar-based singleplayer computer games Rune Klevjer |
title_fullStr | What is the avatar? fiction and embodiment in avatar-based singleplayer computer games Rune Klevjer |
title_full_unstemmed | What is the avatar? fiction and embodiment in avatar-based singleplayer computer games Rune Klevjer |
title_short | What is the avatar? |
title_sort | what is the avatar fiction and embodiment in avatar based singleplayer computer games |
title_sub | fiction and embodiment in avatar-based singleplayer computer games |
topic | Medientheorie (DE-588)7610872-7 gnd Film (DE-588)4017102-4 gnd Computerspiel (DE-588)4010457-6 gnd Virtuelle Realität (DE-588)4399931-1 gnd Avatar Informatik (DE-588)4711803-9 gnd Selbstdarstellung (DE-588)4122349-4 gnd |
topic_facet | Medientheorie Film Computerspiel Virtuelle Realität Avatar Informatik Selbstdarstellung |
url | https://doi.org/10.14361/9783839445792 https://doi.org/10.1515/9783839445792 https://directory.doabooks.org/handle/20.500.12854/93900 http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=033874659&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
volume_link | (DE-604)BV048302188 |
work_keys_str_mv | AT klevjerrune whatistheavatarfictionandembodimentinavatarbasedsingleplayercomputergames |