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Player and Avatar : The Affective Potential of Videogames

Player and Avatar : The Affective Potential of Videogames

David Owen
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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 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."
年:
2017
出版社:
McFarland
语言:
english
页:
240
ISBN 10:
1476629420
ISBN 13:
9781476629421
系列:
Studies in Gaming
文件:
EPUB, 3.53 MB
IPFS:
CID , CID Blake2b
english, 2017
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