My Avatar, My Self: Identity in Video Role-Playing Games

My Avatar, My Self: Identity in Video Role-Playing Games

by Zach Waggoner

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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.

Product Details

ISBN-13: 9780786441099
Publisher: McFarland & Company, Incorporated Publishers
Publication date: 05/07/2009
Edition description: New Edition
Pages: 207
Product dimensions: 5.90(w) x 9.00(h) x 0.60(d)
Age Range: 18 Years

About the Author

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

Table of Contents

Preface 1

1. Videogames, Avatars, and Identity: A Brief History 3

2. Locating Identity in New Media Theory 21

3. Morrowind: Identity and the Hardcore Gamer 48

4. Oblivion: Identity and the Casual Gamer 98

5. Fallout 3: Identity and the Non-Gamer 128

6. Virtual and Non-Virtual Identities: Connections and Terminological Implications 158

Appendix: Transcription of Vishnu’s First Two Hours of Morrowind Gameplay 175

Chapter Notes 185

Bibliography 193

Index 199

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