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Player and Avatar: The Affective Potential of Videogames
Contributor(s): Owen, David (Author), Kapell, Matthew Wilhelm (Editor)
ISBN: 1476667195     ISBN-13: 9781476667195
Publisher: McFarland and Company, Inc.
OUR PRICE:   $39.55  
Product Type: Paperback
Published: June 2017
Qty:
Additional Information
BISAC Categories:
- Games & Activities | Video & Electronic
Dewey: 794.8
LCCN: 2017022806
Series: Studies in Gaming
Physical Information: 0.9" H x 6" W x 9" (0.70 lbs) 240 pages
 
Descriptions, Reviews, Etc.
Publisher Description:
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.