Owning Our Actions: Identification with Avatars in Video Games

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


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.
Original languageEnglish
Title of host publicationScreening Characters : Theories of Character in Film, Television, and Interactive Media
EditorsJohannes Riis, Aaron Taylor
Number of pages14
Publication date2020
Article number10
ISBN (Print)9781138391826
Publication statusPublished - 2020

ID: 249065540