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."
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."
Player and Avatar: The Affective Potential of Videogames
240Player and Avatar: The Affective Potential of Videogames
240Product Details
ISBN-13: | 9781476667195 |
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Publisher: | McFarland & Company, Inc., Publishers |
Publication date: | 07/03/2017 |
Series: | Studies in Gaming |
Pages: | 240 |
Product dimensions: | 5.90(w) x 8.80(h) x 0.70(d) |
Age Range: | 18 Years |