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

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Item specifics

Condition
Very Good: A book that has been read but is in excellent condition. No obvious damage to the cover, ...
Release Year
2017
Book Title
Player and Avatar: The Affective Potential of Videogames (Stud...
ISBN
9781476667195
Publication Name
Player and Avatar : the Affective Potential of Videogames
Item Length
9in
Publisher
Mcfarland & Company, Incorporated Publishers
Publication Year
2017
Series
Studies in Gaming Ser.
Type
Textbook
Format
Trade Paperback
Language
English
Item Height
0.5in
Author
David Owen
Item Width
6in
Item Weight
11.4 Oz
Number of Pages
240 Pages

About this product

Product Information

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."

Product Identifiers

Publisher
Mcfarland & Company, Incorporated Publishers
ISBN-10
1476667195
ISBN-13
9781476667195
eBay Product ID (ePID)
235003217

Product Key Features

Author
David Owen
Publication Name
Player and Avatar : the Affective Potential of Videogames
Format
Trade Paperback
Language
English
Publication Year
2017
Series
Studies in Gaming Ser.
Type
Textbook
Number of Pages
240 Pages

Dimensions

Item Length
9in
Item Height
0.5in
Item Width
6in
Item Weight
11.4 Oz

Additional Product Features

Number of Volumes
1 Vol.
Lc Classification Number
Gv1469.3.O94 2017
Reviews
"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 ., "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 .
Table of Content
Table of Contents Acknowledgments deletevi Introduction Chapter One. Digital Like Me Chapter Two. The Gamer as Cyborg Chapter Three. The Illusion of Agency in a Virtual Environment Chapter Four. Winning the Hearts and Thumbs of the People Chapter Notes Works Cited Index
Copyright Date
2017
Topic
Video & Electronic
Lccn
2017-022806
Dewey Decimal
794.8
Intended Audience
Scholarly & Professional
Dewey Edition
23
Illustrated
Yes
Genre
Games & Activities

Item description from the seller

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