My Avatar My Self


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My Avatar, My Self


My Avatar, My Self

Author: Zach Waggoner

language: en

Publisher: McFarland

Release Date: 2009-05-21


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With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research 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.

My Avatar, My Self


My Avatar, My Self

Author: Zach Waggoner

language: en

Publisher: McFarland

Release Date: 2014-01-10


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With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research 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.

HCI International 2022 – Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence


HCI International 2022 – Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence

Author: Jessie Y. C. Chen

language: en

Publisher: Springer Nature

Release Date: 2022-11-24


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This proceedings LNCS 13518 constitutes the refereed proceedings of the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually as part of the 24th International Conference, HCII 2022, in June/July 2022. HCII 2022 received a total of 5583 submissions from academia, research institutes, industry, and governmental agencies from 88 countries submitted contributions, and 1276 papers and 275 posters were included in the proceedings that were published just before the start of the conference. Additionally, 296 papers and 181 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.