My Avatar My Self

My Avatar  My Self
Author: Zach Waggoner
Publsiher: McFarland
Total Pages: 207
Release: 2014-01-10
Genre: Games & Activities
ISBN: 9780786454099

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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.

Avatar The Last Airbender Coloring Book

Avatar  The Last Airbender Coloring Book
Author: Nickelodeon
Publsiher: Dark Horse Comics
Total Pages: 97
Release: 2016-10-25
Genre: Comics & Graphic Novels
ISBN: 9781506702360

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Relive your favorite scenes from Avatar: The Last Airbender with this beautifully detailed coloring book! Filled with 45 black-and-white images by artist Jed Henry, and produced in collaboration with creators Michael Dante DiMartino and Bryan Konietzko, this book is sure to be a hit with any Avatar fan! Brand new all original art! From the creators Michael Dante DiMartino and Bryan Konietzko! Reunite with your favorite characters and be the artist! Official coloring book of the Avatar: The Last Airbender Series!

Unworthy

Unworthy
Author: Anneli Rufus
Publsiher: Penguin
Total Pages: 288
Release: 2014-05-15
Genre: Self-Help
ISBN: 9781101616291

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“Self-loathing is a dark land studded with booby traps. Fumbling through its dark underbrush, we cannot see what our trouble actually is: that we are mistaken about ourselves. That we were told lies long ago that we, in love and loyalty and fear, believed. Will we believe ourselves to death?” —from Unworthy As someone who has struggled with low self-esteem her entire life, Anneli Rufus knows only too well how the world looks through the eyes of those who are not comfortable in their own skin. In Unworthy, Rufus boldly explores how a lack of faith in ourselves can turn us into our own worst enemies. Drawing on extensive research, enlightening interviews, and her own poignant experiences, Rufus considers the question: What personal, societal, biological, and historical factors coalesced to spark this secret epidemic, and what can be done to put a stop to it? She reveals the underlying sources of low self-esteem and leads us through strategies for positive change.

Reinventing Ourselves Contemporary Concepts of Identity in Virtual Worlds

Reinventing Ourselves  Contemporary Concepts of Identity in Virtual Worlds
Author: Anna Peachey,Mark Childs
Publsiher: Springer Science & Business Media
Total Pages: 334
Release: 2011-07-07
Genre: Computers
ISBN: 9780857293619

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The proposed book explores the theme of identity, specifically as applied to its role and development in virtual worlds. Following the introduction, it is divided into four sections: identities, avatars and the relationship between them; factors that support the development of identity in virtual worlds; managing multiple identities across different environments and creating an online identity for a physical world purpose.

Hello Avatar

Hello Avatar
Author: B. Coleman
Publsiher: MIT Press
Total Pages: 214
Release: 2023-12-05
Genre: Computers
ISBN: 9780262549899

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An examination of our many modes of online identity and how we live on the continuum between the virtual and the real. Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the “x-reality” that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency—our new power to customize our networked life. By avatar, Coleman means not just the animated figures that populate our screens but the gestalt of images, text, and multimedia that make up our online identities—in virtual worlds like Second Life and in the form of email, video chat, and other digital artifacts. Exploring such network activities as embodiment, extreme (virtual) violence, and the work in virtual reality labs, and offering sidebar interviews with designers and practitioners, she argues that what is new is real-time collaboration and copresence, the way we make connections using networked media and the cultures we have created around this. The star of this drama of expanded horizons is the networked subject—all of us who represent aspects of ourselves and our work across the mediascape.

The Avatar Path

The Avatar Path
Author: Harry Palmer
Publsiher: Stars Edge International
Total Pages: 182
Release: 2011-10
Genre: Self-Help
ISBN: 9781891575686

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The Routledge Companion to Imaginary Worlds

The Routledge Companion to Imaginary Worlds
Author: Mark J.P. Wolf
Publsiher: Routledge
Total Pages: 446
Release: 2017-09-27
Genre: Social Science
ISBN: 9781317268284

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This companion provides a definitive and cutting-edge guide to the study of imaginary and virtual worlds across a range of media, including literature, television, film, and games. From the Star Trek universe, Thomas More’s classic Utopia, and J. R. R. Tolkien’s Arda, to elaborate, user-created game worlds like Minecraft, contributors present interdisciplinary perspectives on authorship, world structure/design, and narrative. The Routledge Companion to Imaginary Worlds offers new approaches to imaginary worlds as an art form and cultural phenomenon, explorations of the technical and creative dimensions of world-building, and studies of specific worlds and worldbuilders.

Coming of Age in Second Life

Coming of Age in Second Life
Author: Tom Boellstorff
Publsiher: Princeton University Press
Total Pages: 348
Release: 2015-08-25
Genre: Social Science
ISBN: 9780691168340

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Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication in 2008, Coming of Age in Second Life was the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself. Now with a new preface in which the author places his book in light of the most recent transformations in online culture, Coming of Age in Second Life remains the classic ethnography of virtual worlds.