Are avatars simply a vehicle of sorts, allowing us to move about in an otherwise inaccessible digital world? The present article intends to challenge the standard conceptualization of this particular figure by offering a different vision. Through research based on interactionism and data collected from an ethnography, it is possible to go beyond the conventional, asymmetrical understanding of the avatar figure and consider it as an entity unto itself, having a certain degree of independence and autonomy
In the world of digital video games, human players are present through surrogates. Surrogates in the...
This paper examines the prevalent assumption that when people interact online via proxies—avatars—th...
Crossing into our screens and inhabiting digital spaces through interactive avatars This article off...
This essay examines the relationship between the player and the avatar, but his question regards how...
This essay examines the relationship between the player and the avatar, but his question regards ho...
This essay examines the relationship between the player and the avatar, but his question regards ho...
Drawing on the work of Raymond Williams, this paper examines avatar culture through the interplay of...
With practically unlimited opportunities for having fun, the Internet and numerous applications rapi...
Many people invest a lot of time and money in developing and customising their avatar, and consequen...
Online game playing has attracted much attention of scholars in recent years, entailing a lot of deb...
Virtual worlds such as Second Life have created a new place to enact the social in which the user cr...
Immersive virtual environments can be either non-interactive or interactive. In the latter case, a k...
Virtual worlds are utterly contrived and artificial simulations of the actual world. As such, they o...
Avatars and gamers create channels of affective flow through their connection to a gameworld. Elsewh...
Avatars and gamers create channels of affective flow through their connection to a gameworld. Elsewh...
In the world of digital video games, human players are present through surrogates. Surrogates in the...
This paper examines the prevalent assumption that when people interact online via proxies—avatars—th...
Crossing into our screens and inhabiting digital spaces through interactive avatars This article off...
This essay examines the relationship between the player and the avatar, but his question regards how...
This essay examines the relationship between the player and the avatar, but his question regards ho...
This essay examines the relationship between the player and the avatar, but his question regards ho...
Drawing on the work of Raymond Williams, this paper examines avatar culture through the interplay of...
With practically unlimited opportunities for having fun, the Internet and numerous applications rapi...
Many people invest a lot of time and money in developing and customising their avatar, and consequen...
Online game playing has attracted much attention of scholars in recent years, entailing a lot of deb...
Virtual worlds such as Second Life have created a new place to enact the social in which the user cr...
Immersive virtual environments can be either non-interactive or interactive. In the latter case, a k...
Virtual worlds are utterly contrived and artificial simulations of the actual world. As such, they o...
Avatars and gamers create channels of affective flow through their connection to a gameworld. Elsewh...
Avatars and gamers create channels of affective flow through their connection to a gameworld. Elsewh...
In the world of digital video games, human players are present through surrogates. Surrogates in the...
This paper examines the prevalent assumption that when people interact online via proxies—avatars—th...
Crossing into our screens and inhabiting digital spaces through interactive avatars This article off...