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 A Brief History of Oral Sex by David Owen
Cover of the book Deborah Kerr by David Owen
Cover of the book The New Cyberwar by David Owen
Cover of the book Giallo Cinema and Its Folktale Roots by David Owen
Cover of the book Subhas Chandra Bose by David Owen
Cover of the book Good Queen Anne by David Owen
Cover of the book Black Ball: A Negro Leagues Journal, Vol. 6 by David Owen
Cover of the book The Terrible Indian Wars of the West by David Owen
Cover of the book Mad Minutes and Vietnam Months by David Owen
Cover of the book Climate Change and American Policy by David Owen
Cover of the book The Vacuum Cleaner by David Owen
Cover of the book Evidence for Psi by David Owen
Cover of the book The Revolutionary War Memoirs of Major General William Heath by David Owen
Cover of the book Advances in Parapsychological Research 9 by David Owen
Cover of the book Radio Rides the Range 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