Owning Our Actions: Identification with Avatars in Video Games

Publikation: Bidrag til bog/antologi/rapportBidrag til bog/antologiForskningfagfællebedømt

Dokumenter

Andreas Gregersen provides an account of how players might be said to “identify” with video game avatars. Through a case study of The Witcher 3, the possibility of an isomorphic relation between the virtual body of a video game character and the player’s actual body is explored.
OriginalsprogEngelsk
TitelScreening Characters : Theories of Character in Film, Television, and Interactive Media
RedaktørerJohannes Riis, Aaron Taylor
Antal sider14
ForlagRoutledge
Publikationsdato2020
Sider174-188
Artikelnummer10
Kapitel3
ISBN (Trykt)9781138391826
DOI
StatusUdgivet - 2020

ID: 249065540