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."
Owen David Owen
Player and Avatar [EPUB ebook]
The Affective Potential of Videogames
Player and Avatar [EPUB ebook]
The Affective Potential of Videogames
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Langue Anglais ● Format EPUB ● Pages 240 ● ISBN 9781476629421 ● Éditeur Kapell Matthew Wilhelm Kapell ● Maison d’édition McFarland & Company, Inc., Publishers ● Publié 2017 ● Téléchargeable 3 fois ● Devise EUR ● ID 5359572 ● Protection contre la copie Adobe DRM
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