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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
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Produktbeschreibung
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.
Autorenporträt
Andrew J. Cardy, studied Television Production at Bournemouth
University (UK) where he explored the theoretical notions
surrounding mediated self-identity. His University research has
amounted to this publish work.