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

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

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

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.

Technical Specifications

Country
USA
Brand
McFarland
Manufacturer
McFarland
Binding
Paperback
PartNumber
Refer to Sapnet.
Height
9
Length
6
Weight
0.7495716908
Width
0.48
NumberOfItems
1