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PLAYER AND AVATAR: THE AFFECTIVE POTENTIAL OF VIDEO GAMES

David Owen, Matthew Wilhelm Kapell



 

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.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Paperback


9781476667195

2017

240

English

eBook

N/A

2017

240

 

TAGS


Publishers: #McFarland (McFarland)

Languages: #English

Year: #Year2017

Genres: #GameStudies


Companies:

N/A


Public Figures: N/A


Games: #Bioshock (Bioshock) #ElderScrolls (The Elder Scrolls V: Skyrim) #TombRaider (Tomb Raider)


Misc:

#StudiesInGaming (Studies in Gaming)

תגובות


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