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

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McFarland, Jan 10, 2014 - Games & Activities - 207 pages
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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.
 

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Contents

Preface
1
1 Videogames Avatars and Identity
3
2 Locating Identity in New Media Theory
21
3 Morrowind
48
4 Oblivion
98
5 Fallout 3
128
6 Virtual and NonVirtual Identities
158
Appendix
175
Chapter Notes
185
Bibliography
193
Index
199
Copyright

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About the author (2014)

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.

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