Player and Avatar
The Affective Potential of Videogames
David Owen author Matthew Wilhelm Kapell editor
Format:Paperback
Publisher:McFarland & Co Inc
Published:3rd Jul '17
Currently unavailable, and unfortunately no date known when it will be back
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."
“an engaging book that approaches the interactions of players and video games from an interdisciplinary collection of perspectives...approachable, topical, and well sourced...recommended”—Choice; “The author analyzes players’ performances of narrative, affect, and identity through avatars in videogames, to explore gaming’s potential to support or subvert different political, social, and personal agendas”—ProtoView.
ISBN: 9781476667195
Dimensions: 229mm x 152mm x 12mm
Weight: 322g
240 pages