Player and Avatar e-bog
250,86 DKK
(ekskl. moms 200,69 DKK)
Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "e;Ouch!"e; 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 onsc…
Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "e;Ouch!"e; 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 "e;physically"e; 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 "e;body without organs."e;
E-bog
250,86 DKK
Forlag
McFarland
Udgivet
19.06.2017
Længde
240 sider
Genrer
Computer games / online games: strategy guides
Sprog
English
Format
epub
Beskyttelse
LCP
ISBN
9781476629421
Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "e;Ouch!"e; 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 "e;physically"e; 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 "e;body without organs."e;
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