My Avatar, My Self
Identity in Video Role-Playing Games
Seiten
2009
McFarland & Co Inc (Verlag)
978-0-7864-4109-9 (ISBN)
McFarland & Co Inc (Verlag)
978-0-7864-4109-9 (ISBN)
Examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self.
With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research 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.
With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research 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.
Zach Waggoner has a Ph.D. in Rhetoric and Composition from Arizona State University. He is Course Coordinator for The Writers’ Studio at Arizona State University and lives in Phoenix, Arizona.
Table of Contents
Preface
1. Videogames, Avatars, and Identity: A Brief History
2. Locating Identity in New Media Theory
3. Morrowind: Identity and the Hardcore Gamer
4. Oblivion: Identity and the Casual Gamer
5. Fallout 3: Identity and the Non-Gamer
6. Virtual and Non-Virtual Identities: Connections and Terminological Implications
Appendix: Transcription of Vishnu’s First Two Hours of Morrowind Gameplay
Chapter Notes
Bibliography
Index
Erscheint lt. Verlag | 30.7.2009 |
---|---|
Zusatzinfo | 15 photos, appendix, notes, bibliography, index |
Verlagsort | Jefferson, NC |
Sprache | englisch |
Maße | 152 x 229 mm |
Gewicht | 290 g |
Themenwelt | Sachbuch/Ratgeber ► Freizeit / Hobby |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
ISBN-10 | 0-7864-4109-7 / 0786441097 |
ISBN-13 | 978-0-7864-4109-9 / 9780786441099 |
Zustand | Neuware |
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