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

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

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

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

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

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

by Zach Waggoner

Paperback(New Edition)

$29.95 
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Overview

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, Inc., Publishers
Publication date: 05/21/2009
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. 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     
Index     
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