Representing Bodies in Virtual Space: The Rhetoric of Avatar Design
ARTICLE
Beth E. Kolko
Information Society Volume 15, Number 3, ISSN 0197-2243
Abstract
Discusses the rhetorical aspects of avatars, or virtual selves, within multiuser graphical virtual realities (GVRs). Examines the development of GVRs and questions how representations of selves relate to online communication, focusing particularly on how bodies in GVRs are gendered. (Author/LRW)
Citation
Kolko, B.E. (1999). Representing Bodies in Virtual Space: The Rhetoric of Avatar Design. Information Society, 15(3), 177. Retrieved December 7, 2023 from https://www.learntechlib.org/p/89388/.

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Keywords
Cited By
View References & Citations Map-
Symbolic and Experiential Consumption of Body in Virtual Worlds: from (Dis)Embodiment to Symembodiment
Handan Vicdan & Ebru Ulusoy
Journal of Virtual Worlds Research Vol. 1, No. 2 (Nov 10, 2008)
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Virtual Representations in 3D Learning Environments
Miri Shonfeld & Miki Kritz
Interdisciplinary Journal of E-Learning and Learning Objects Vol. 9, No. 1 (Jan 01, 2013) pp. 249–266
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