My Avatar, My Self

My Avatar, My Self

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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.The Atari 2600, Sega Genesis, Sony Playstation 2, and Microsofta#39;s Xbox 360 are all console systems. 2. Activision, Coleco, Commodore, Imagic, Magnavox, Mattel , and Texas Instruments all produced console systems in 1983, helping to saturate and crash the video game market. ... PLATO (Programmed Logic for Automatic Teaching Operations) was one of the first computer-assisted instruction systemsanbsp;...

Title:My Avatar, My Self
Author: Zach Waggoner
Publisher:McFarland - 2009-05-07

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