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MARC record from Internet Archive

LEADER: 01882cam 2200325 4500
001 ocn190873071
001 0116405811476
001 0116405811484
003 OCoLC
005 20090720135505.0
008 080118s2008 inua 000 0 eng
010 $a 2008271659
015 $aGBA785970$2bnb
016 7 $a014199567$2Uk
020 $a9780321533395 (pbk.)
020 $a0321533399 (pbk.)
035 $a(Sirsi) l2008271659
035 $a(OCoLC)190873071
040 $aOPET$beng
050 00 $aT385$b.M4244 2008
050 4 $aGV1469$bM433 2008
082 04 $a006.6$222
100 1 $aMeadows, Mark Stephen.
245 10 $aI, avatar :$bthe culture and consequences of having a second life /$cMark Stephen Meadows.
260 $aIndianapolis, Ind. :$bNew Riders ;$aLondon :$bPearson Education [distributor],$c2007.
300 $a144 p. :$bill. ;$c23 cm.
520 $aWhat is an avatar? Why are there nearly a billion of them, and who is using them? Do avatars impact our real lives, or are they just video game conceits? Is an avatar an inspired rendering of its creator's inner self, or is it just one among millions of anonymous vehicles clogging the online freeways? Can we use our avatars to really connect with people, or do they just isolate us? And as we become like our avatars do they become more like us? In I, Avatar, Mark Stephen Meadows answers some of these questions, but more importantly, he raises hundreds of others in his exploration of avatars and the fascinating possibilities they hold. His examination of avatars through the lenses of sociology, psychology, politics, history, and art will change the way you look at even a simple online profile and revolutionize the idea of avatars as part of our lives, whether first or second.--Back cover.
650 0 $aAvatars (Computer graphics)
650 0 $aShared virtual environments.
650 0 $aSecond Life (Game)