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.aHyperidentities: Postmodern Identity Patterns in Massively Multiplayer Online Role-Playing Games. ... New York: Routledge, 2003. 87a102. Firaxis Games. Sid Meiera#39;s Gettysburg! Electronic Arts, 1997. Flinn, Kelton. ... Walt Disney Studios, 1997. ... The Elder Scrolls III: Morrowind Game ofthe Year Edition Game Manual.
|Title||:||My Avatar, My Self|
|Publisher||:||McFarland - 2009-05-07|