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Player and Avatar: The Affective Potential of Videogames (Studies in Gaming)

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Management number 233435566 Release Date 2026/06/27 List Price $9.06 Model Number 233435566
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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." Read more

ASIN B071JZPYML
XRay Not Enabled
ISBN13 978-1476629421
Language English
File size 3.8 MB
Page Flip Enabled
Publisher McFarland
Word Wise Not Enabled
Reading age 18 years and up
Print length 239 pages
Accessibility Learn more
Screen Reader Supported
Part of series Studies in Gaming
Publication date June 5, 2017
Enhanced typesetting Enabled

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