Avatars Going Mainstream: Typology of Tropes in Avatar-Based Storytelling Practices

Authors

  • Marta Tymińska University of Gdańsk, Faculty of Languages

DOI:

https://doi.org/10.18778/2391-8551.03.06

Keywords:

avatars, narrative, storytelling, movies, tv series, light novels

Abstract

Due 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.

Author Biography

Marta Tymińska, University of Gdańsk, Faculty of Languages

Psychology and culture studies graduate, her scholar work focuses on game studies, fan studies and manga studies.

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Published

2017-08-22

How to Cite

Tymińska, M. (2017). Avatars Going Mainstream: Typology of Tropes in Avatar-Based Storytelling Practices. Replay. The Polish Journal of Game Studies, 3(1), 101–117. https://doi.org/10.18778/2391-8551.03.06

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