Player and Avatar

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A01=David Owen
A01=Owen David
Affect
Age Group_Uncategorized
Age Group_Uncategorized
Agency
Author_David Owen
Author_Owen David
automatic-update
Avatar
B01=Matthew Wilhelm Kapell
Category1=Non-Fiction
Category=UDX
COP=United States
Cyborg
Delivery_Delivery within 10-20 working days
eq_bestseller
eq_computing
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Gender
Ideology
Immersion
Intermediality
Language_English
Liveness
Narrative
NC
PA=Available
Performance
Presence
Price_€20 to €50
Proprioception
PS=Active
softlaunch
Theater
Videogame

Product details

  • ISBN 9781476667195
  • Weight: 322g
  • Dimensions: 152 x 229mm
  • Publication Date: 03 Jul 2017
  • Publisher: McFarland & Co Inc
  • Publication City/Country: US
  • Product Form: Paperback
  • Language: English
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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."

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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