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

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

by David Owen (Author), Matthew Wilhelm Kapell (Editor), David Owen (Author), Matthew Wilhelm Kapell (Editor)

Synopsis

Do you make small leaps in your chair while attempting challenging jumps in Tombraider? 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?

Video games 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, placing them physically within the virtual world. Sometimes players may even identify with the characters' ideological motivations. The author 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 analyzed as a cybernetic coupling whose dynamics suggest a fulfillment of dramatist Atonin Artaud's vision of the body without organs.

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More Information

Format: Paperback
Pages: 240
Publisher: McFarland and Company, Inc.
Published: 30 Jun 2017

ISBN 10: 1476667195
ISBN 13: 9781476667195

Media Reviews
an engaging book that approaches the interactions of players and video games from an interdisciplinary collection of perspectives...approachable, topical, and well sourced...recommended --Choice; The author analyzes players' performances of narrative, affect, and identity through avatars in videogames, to explore gaming's potential to support or subvert different political, social, and personal agendas --ProtoView.
Author Bio
David Owen teaches at the University of Alberta in Edmonton, Canada. He has essays and articles on theater, digital performance, and videogames in such publications as The Journal of Gaming and Virtual Worlds and The Canadian Theatre Review.