000332682 000__ 01435cam\a22003134a\4500 000332682 001__ 332682 000332682 005__ 20210513122035.0 000332682 008__ 090312s2009\\\\ncuab\\\\b\\\\001\0\eng\\ 000332682 010__ $$a 2009009931 000332682 020__ $$a9780786441099 (pbk. : alk. paper) 000332682 020__ $$a0786441097 (pbk. : alk. paper) 000332682 035__ $$a(OCoLC)ocn316098998 000332682 035__ $$a332682 000332682 040__ $$aDLC$$cDLC$$dYDXCP$$dBTCTA$$dYDX$$dCDX$$dC#P$$dBWX 000332682 049__ $$aISEA 000332682 05000 $$aQA76.76.I59$$b.W34 2009 000332682 08200 $$a004.01/9$$222 000332682 1001_ $$aWaggoner, Zach,$$d1973. 000332682 24510 $$aMy avatar, my self :$$bidentity in video role-playing games /$$cZach Waggoner. 000332682 260__ $$aJefferson, N.C. :$$bMcFarland,$$cc2009. 000332682 300__ $$av, 201 p. :$$bill., maps ;$$c23 cm. 000332682 504__ $$aIncludes bibliographical references (p. 193-198) and index. 000332682 520__ $$a"This book examines the relationships between virtual and non-virtual identity in visual role-playing games. It shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers. Features 15 photographs of videogame screens, and an appendix of sample videogame transcription data"--Provided by publisher. 000332682 650_0 $$aAvatars (Virtual reality) 000332682 650_0 $$aVideo games. 000332682 650_0 $$aVirtual reality. 000332682 650_0 $$aOnline identities. 000332682 650_0 $$aShared virtual environments. 000332682 650_0 $$aHuman-computer interaction. 000332682 85200 $$bgen$$hQA76.76.I59$$iW34$$i2009 000332682 909CO $$ooai:library.usi.edu:332682$$pGLOBAL_SET 000332682 980__ $$aBIB 000332682 980__ $$aBOOK