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A01=David Owen
A01=Owen David
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Author_David Owen
Author_Owen David
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B01=Matthew Wilhelm Kapell
Category1=Non-Fiction
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COP=United States
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Player and Avatar: The Affective Potential of Videogames

English

By (author): David Owen Owen David

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.

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A01=David OwenA01=Owen DavidAge Group_UncategorizedAuthor_David OwenAuthor_Owen Davidautomatic-updateB01=Matthew Wilhelm KapellCategory1=Non-FictionCategory=UDXCOP=United StatesDelivery_Delivery within 10-20 working daysLanguage_EnglishNCPA=AvailablePrice_€20 to €50PS=Activesoftlaunch
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Product Details
  • Weight: 322g
  • Dimensions: 152 x 229mm
  • Publication Date: 03 Jul 2017
  • Publisher: McFarland & Co Inc
  • Publication City/Country: United States
  • Language: English
  • ISBN13: 9781476667195

About David OwenOwen David

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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