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Player and Avatar: The Affective Potential of Videogames
Barnes and Noble
Player and Avatar: The Affective Potential of Videogames
Current price: $39.95
Barnes and Noble
Player and Avatar: The Affective Potential of Videogames
Current price: $39.95
Size: Paperback
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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 videogamesaffect, 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."
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 videogamesaffect, 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."