Player and Avatar: The Affective Potential of Videogames

Author:   David Owen ,  Matthew Wilhelm Kapell
Publisher:   McFarland & Co Inc
ISBN:  

9781476667195


Pages:   240
Publication Date:   03 July 2017
Recommended Age:   From 18 years
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
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Player and Avatar: The Affective Potential of Videogames


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Overview

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.""

Full Product Details

Author:   David Owen ,  Matthew Wilhelm Kapell
Publisher:   McFarland & Co Inc
Imprint:   McFarland & Co Inc
Dimensions:   Width: 15.20cm , Height: 1.20cm , Length: 22.90cm
Weight:   0.322kg
ISBN:  

9781476667195


ISBN 10:   1476667195
Pages:   240
Publication Date:   03 July 2017
Recommended Age:   From 18 years
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Table of Contents Acknowledgments deletevi Introduction Chapter One. Digital Like Me Chapter Two. The Gamer as Cyborg Chapter Three. The Illusion of Agency in a Virtual Environment Chapter Four. Winning the Hearts and Thumbs of the People Chapter Notes Works Cited Index

Reviews

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.


Author Information

David Owen teaches at the University of Alberta in Edmonton, Canada. He has written essays and articles on theater, digital performance and videogames in The Journal of Gaming and Virtual Worlds and The Canadian Theatre Review. Series editor Matthew Wilhelm Kapell teaches American studies, anthropology, and writing at Pace University in New York.

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