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dc.contributor.authorTymińska, Marta
dc.date.accessioned2017-08-23T12:26:45Z
dc.date.available2017-08-23T12:26:45Z
dc.date.issued2016
dc.identifier.issn2391-8551
dc.identifier.urihttp://hdl.handle.net/11089/22430
dc.description.abstractDue to the growing popularity of video games, gaming itself has become a shared experience among media audiences worldwide. The phenomenon of avatar-based games has led to the emergence of new storytelling practices. The paper proposes a typology of tropes in these avatar-based narratives focusing on non-game case studies. Suggested tropes are also confronted with the latest research on avatars in the area of game studies and current knowledge of the issues concerning the player-avatar relationship. Some of the most popular misconceptions regarding the gameplay experience and its representation in non-game media are exposed as a result of this analysis. The research confirms that popular culture perceives gaming experience as closely related to the player identity, as the latter inspires new genres of non-game narratives.en_GB
dc.language.isoenen_GB
dc.publisherWydawnictwo Uniwersytetu Łódzkiegoen_GB
dc.relation.ispartofseriesReplay. The Polish Journal of Game Studies;1
dc.subjectavatarsen_GB
dc.subjectnarrativeen_GB
dc.subjectstorytellingen_GB
dc.subjectmoviesen_GB
dc.subjecttv seriesen_GB
dc.subjectlight novelsen_GB
dc.titleAvatars Going Mainstream: Typology of Tropes in Avatar-Based Storytelling Practicesen_GB
dc.typeArticleen_GB
dc.rights.holder© Copyright by Authors, Łódź 2016; © Copyright for this edition by Uniwersytet Łódzki, Łódź 2016en_GB
dc.page.number[101]-117
dc.contributor.authorAffiliationUniversity of Gdańsk, Faculty of Languages
dc.identifier.eissn2449-8394
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dc.contributor.authorEmailmarta.tyminska@4zal.net
dc.identifier.doi10.18778/2391-8551.03.06
dc.relation.volume3en_GB


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