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 players sense of self and makes recommendations of terminology
for future identity researchers. Features 15 photographs of
videogame screens, bibliography, and an appendix of sample
videogame transcription data.
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