My Avatar, My Self
Identity in Video Role-Playing Games
$29.95
In stock
About the Book
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.
About the Author(s)
Bibliographic Details
Zach Waggoner
Format: softcover (6 x 9)
Pages: 207
Bibliographic Info: 15 photos, appendix, notes, bibliography, index
Copyright Date: 2009
pISBN: 978-0-7864-4109-9
eISBN: 978-0-7864-5409-9
Imprint: McFarland
Table of Contents
Preface 1
1. Videogames, Avatars, and Identity: A Brief History 3
2. Locating Identity in New Media Theory 21
3. Morrowind: Identity and the Hardcore Gamer 48
4. Oblivion: Identity and the Casual Gamer 98
5. Fallout 3: Identity and the Non-Gamer 128
6. Virtual and Non-Virtual Identities: Connections and Terminological Implications 158
Appendix: Transcription of Vishnu’s First Two Hours of Morrowind Gameplay 175
Chapter Notes 185
Bibliography 193
Index 199