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OverviewWith 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. Full Product DetailsAuthor: Zach WaggonerPublisher: McFarland & Co Inc Imprint: McFarland & Co Inc Dimensions: Width: 15.20cm , Height: 1.10cm , Length: 22.90cm Weight: 0.290kg ISBN: 9780786441099ISBN 10: 0786441097 Pages: 207 Publication Date: 21 May 2009 Recommended Age: From 18 years Audience: College/higher education , Postgraduate, Research & Scholarly Format: Paperback Publisher's Status: Active Availability: Available To Order ![]() We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately. Table of ContentsTable 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 IndexReviewsAuthor InformationZach 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. Tab Content 6Author Website:Countries AvailableAll regions |