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Me, My Virtual-Self and I

  • Kartonierter Einband
  • 56 Seiten
This book explores the extent to which immersion and interaction with an avatar a virtual character in a game can influence the us... Weiterlesen
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Beschreibung

This book explores the extent to which immersion and interaction with an avatar a virtual character in a game can influence the user's/player s perceptions of self-identity. The argument pivots on whether these avatars are simply tools, entry points into virtual worlds, or whether they are more complex extensions of the user s personality and, if so, to what extent they may influence the ways in which we behave, perform and perceive ourselves in everyday life. The focus remains on online multiplayer role-playing games because of the stigma that surrounds them and their engrossing characteristics. These desktop forms of virtual reality allow players to invent a character and play out a fantasy life in an expansive virtual environment. Whilst playing these virtual environment games, do players play as themselves or someone else? Is there any significance in the relationship between the player and their virtual counterpart? The theoretical methodology used in this book makes it an ideal research support tool for anyone studying, or interested in, engagement with interactive media and virtual realities.

Autorentext

Andrew J. Cardy, studied Television Production at BournemouthUniversity (UK) where he explored the theoretical notionssurrounding mediated self-identity. His University research hasamounted to this publish work.



Klappentext

This book explores the extent to which immersion andinteraction with an 'avatar' - a virtual character ina game - can influence the user's/player'sperceptions of self-identity. The argument pivots onwhether these avatars are simply tools, entry pointsinto virtual worlds, or whether they are more complexextensions of the user's personality and, if so, towhat extent they may influence the ways in which webehave, perform and perceive ourselves in everydaylife. The focus remains on online multiplayer role-playinggames because of the stigma that surrounds them andtheir engrossing characteristics. These desktop formsof virtual reality allow players to invent acharacter and play out a fantasy life in an expansivevirtual environment. Whilst playing these virtualenvironment games, do players play as themselves orsomeone else? Is there any significance in therelationship between the player and their virtualcounterpart? The theoretical methodology used in thisbook makes it an ideal research support tool foranyone studying, or interested in, engagement withinteractive media and virtual realities.

Produktinformationen

Titel: Me, My Virtual-Self and I
Untertitel: Self-Identity within a Virtual World
Autor:
EAN: 9783639173635
ISBN: 978-3-639-17363-5
Format: Kartonierter Einband
Genre: Politikwissenschaft
Anzahl Seiten: 56
Jahr: 2009
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