The book also provides vital statistics (who they are, where they live, game played, etc.). In this book Cooper has collected photographs of real people and the avatars they have created for themselves. At the same time, avatars also can become an alternative personality. Others to create a virtual version of themselves down to the smallest detail. Some to adopt a persona more accurate than a physical appearance could ever be. These are characters that players alter for various reasons. The chosen title of this book, Alter Ego, points out that fact very well. They’re not only how a player interacts with a given game interface, they are also how a player presents themselves to that game.įor that reason, avatars also become a part of a player’s life–sometimes simply to enable gameplay but also often in very meaningful ways unrelated to the game per se. With the unprecedented popularity of massively multiplayer online role-playing games (MMORPG) like Second Life and World of Warcraft, avatars–the customized, computerized virtual characters that move around a computer game when you move your mouse or type on the keyboard–are a big deal. At first glance, Robbie Cooper’s Alter Ego: Avatar and Their Creators (2007) is fundamentally a coffee table book: large, non-standard size, glossy photos, high quality paper, and a really interesting topic.
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