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 In the Peanut Gallery with Mystery Science Theater 3000 by David Owen
Cover of the book The Freckleton, England, Air Disaster by David Owen
Cover of the book The Civil War and the Subversion of American Indian Sovereignty by David Owen
Cover of the book Glamour Girls of Sixties Hollywood by David Owen
Cover of the book The Ages of Superman by David Owen
Cover of the book Ralph Kiner by David Owen
Cover of the book May the Armed Forces Be with You by David Owen
Cover of the book The Games That Changed Baseball by David Owen
Cover of the book Hazen "Kiki" Cuyler by David Owen
Cover of the book Hmong and American by David Owen
Cover of the book Cannabis in Medical Practice by David Owen
Cover of the book The Thirteenth Century by David Owen
Cover of the book I've Seen It All at the Library by David Owen
Cover of the book The Culture of Sports in the Harlem Renaissance by David Owen
Cover of the book Atomic Narratives and American Youth 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