000 | 01192cam a2200193 4500500 | ||
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005 | 20250119085705.0 | ||
041 | _afre | ||
042 | _adc | ||
100 | 1 | 0 |
_aCogerino, Alessandro _eauthor |
245 | 0 | 0 | _aThe Construction of the Avatar on Second Life: A Game of Constraints between Reality and Virtual Society |
260 | _c2009. | ||
500 | _a47 | ||
520 | _aThe idea of using fictional characters to represents the human is one of the fundamental components of Indo-European culture and finds new expression thanks to the Internet and the development of virtual worlds. The avatar, the digital representation of a real “player,” is the talk of the town in recent years mainly because of the success of Second Life, the most famous of these universes. How the avatar is constructed reflects the compromise between the freedom of expression offered by the virtual and the emergence of social structures proper to human beings. | ||
690 | _aqualitative study | ||
690 | _aSecond Life | ||
690 | _aavatar | ||
786 | 0 | _nAdolescence | 27 | 3 | 2009-10-26 | p. 621-629 | 0751-7696 | |
856 | 4 | 1 | _uhttps://shs.cairn.info/journal-adolescence-2009-3-page-621?lang=en&redirect-ssocas=7080 |
999 |
_c405427 _d405427 |