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Player and Avatar : The Affective Potential of Videogames

By: (Author) David Owen , (Edited by) Matthew Wilhelm Kapell

Extended Catalogue

Ksh 7,200.00

Format: Paperback / Softback

ISBN-10: 1476667195

ISBN-13: 9781476667195

Series: Studies in Gaming

Publisher: McFarland & Co Inc

Imprint: McFarland & Co Inc

Country of Manufacture: US

Country of Publication: GB

Publication Date: Jul 3rd, 2017

Print length: 240 Pages

Weight: 336 grams

Dimensions (height x width x thickness): 15.20 x 22.80 x 2.10 cms

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Explores concepts central to the design and enjoyment of video games, including affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate - the avatar. Gamer and avatar are analysed as a cybernetic coupling whose dynamics suggest a fulfilment of dramatist Atonin Artaud's vision of the “body without organs”.

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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