Standard
Owning Our Actions : Identification with Avatars in Video Games. / Gregersen, Andreas Lindegaard.
Screening Characters: Theories of Character in Film, Television, and Interactive Media. ed. / Johannes Riis; Aaron Taylor. Routledge, 2020. p. 174-188 10.
Research output: Chapter in Book/Report/Conference proceeding › Book chapter › Research › peer-review
Harvard
Gregersen, AL 2020,
Owning Our Actions: Identification with Avatars in Video Games. in J Riis & A Taylor (eds),
Screening Characters: Theories of Character in Film, Television, and Interactive Media., 10, Routledge, pp. 174-188.
https://doi.org/10.4324/9780429422508-11
APA
Gregersen, A. L. (2020).
Owning Our Actions: Identification with Avatars in Video Games. In J. Riis, & A. Taylor (Eds.),
Screening Characters: Theories of Character in Film, Television, and Interactive Media (pp. 174-188). [10] Routledge.
https://doi.org/10.4324/9780429422508-11
Vancouver
Gregersen AL.
Owning Our Actions: Identification with Avatars in Video Games. In Riis J, Taylor A, editors, Screening Characters: Theories of Character in Film, Television, and Interactive Media. Routledge. 2020. p. 174-188. 10
https://doi.org/10.4324/9780429422508-11
Author
Gregersen, Andreas Lindegaard. / Owning Our Actions : Identification with Avatars in Video Games. Screening Characters: Theories of Character in Film, Television, and Interactive Media. editor / Johannes Riis ; Aaron Taylor. Routledge, 2020. pp. 174-188
Bibtex
@inbook{46cffd2d3d3245f7be6a905c7f5fefce,
title = "Owning Our Actions: Identification with Avatars in Video Games",
abstract = "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{\textquoteright}s actual body is explored.",
author = "Gregersen, {Andreas Lindegaard}",
year = "2020",
doi = "10.4324/9780429422508-11",
language = "English",
isbn = "9781138391826",
pages = "174--188",
editor = "Johannes Riis and Aaron Taylor",
booktitle = "Screening Characters",
publisher = "Routledge",
address = "United Kingdom",
}
RIS
TY - CHAP
T1 - Owning Our Actions
T2 - Identification with Avatars in Video Games
AU - Gregersen, Andreas Lindegaard
PY - 2020
Y1 - 2020
N2 - 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.
AB - 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.
U2 - 10.4324/9780429422508-11
DO - 10.4324/9780429422508-11
M3 - Book chapter
SN - 9781138391826
SP - 174
EP - 188
BT - Screening Characters
A2 - Riis, Johannes
A2 - Taylor, Aaron
PB - Routledge
ER -