Owning Our Actions: Identification with Avatars in Video Games

Research output: Chapter in Book/Report/Conference proceedingBook chapterResearchpeer-review

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 proceedingBook chapterResearchpeer-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 -

ID: 249065540