Owning Our Actions: Identification with Avatars in Video Games
Research output: Chapter in Book/Report/Conference proceeding › Book chapter › Research › peer-review
Documents
- OwningOurActions_repositorycopy
Accepted author manuscript, 937 KB, PDF document
Andreas Gregersen provides an account of how players might be said to “identify” with video game avatars. Through a case study of The Witcher 3, the possibility of an isomorphic relation between the virtual body of a video game character and the player’s actual body is explored.
Original language | English |
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Title of host publication | Screening Characters : Theories of Character in Film, Television, and Interactive Media |
Editors | Johannes Riis, Aaron Taylor |
Number of pages | 14 |
Publisher | Routledge |
Publication date | 2020 |
Pages | 174-188 |
Article number | 10 |
Chapter | 3 |
ISBN (Print) | 9781138391826 |
DOIs | |
Publication status | Published - 2020 |
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ID: 249065540