Player and Avatar

The Affective Potential of Videogames

Nonfiction, Entertainment, Games, Video & Electronic, Computers, Entertainment & Games, Video & Electronic Games
Cover of the book Player and Avatar by David Owen, McFarland & Company, Inc., Publishers
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: David Owen ISBN: 9781476629421
Publisher: McFarland & Company, Inc., Publishers Publication: June 19, 2017
Imprint: Language: English
Author: David Owen
ISBN: 9781476629421
Publisher: McFarland & Company, Inc., Publishers
Publication: June 19, 2017
Imprint:
Language: English

Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say “Ouch!” when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers’ proprioception, or body awareness, can extend to onscreen characters, thus placing them “physically” within the virtual world. Players may even identify with characters’ ideological motivations. The author explores concepts central to the design and enjoyment of videogames—affect, immersion, liveness, presence, agency, narrative, ideology and the player’s virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud’s vision of the “body without organs.”

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say “Ouch!” when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers’ proprioception, or body awareness, can extend to onscreen characters, thus placing them “physically” within the virtual world. Players may even identify with characters’ ideological motivations. The author explores concepts central to the design and enjoyment of videogames—affect, immersion, liveness, presence, agency, narrative, ideology and the player’s virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud’s vision of the “body without organs.”

More books from McFarland & Company, Inc., Publishers

Cover of the book Colonial Cinema in Africa by David Owen
Cover of the book ...But If a Zombie Apocalypse Did Occur by David Owen
Cover of the book Secret Lives of the Underground Railroad in New York City by David Owen
Cover of the book George Orwell on Screen by David Owen
Cover of the book Major General Israel Putnam by David Owen
Cover of the book Joss Whedon and Religion by David Owen
Cover of the book Evidence of Arthur by David Owen
Cover of the book A Tour of Fabletown by David Owen
Cover of the book The Horror Comic Never Dies by David Owen
Cover of the book Vending Machines by David Owen
Cover of the book Big and Little Poison by David Owen
Cover of the book The Science Fiction of Phyllis Gotlieb by David Owen
Cover of the book Liquid Natural Gas in the United States by David Owen
Cover of the book Cannabis Extracts in Medicine by David Owen
Cover of the book The Sadist, the Hitman and the Murder of Jane Bashara by David Owen
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy