Player and Avatar: The Affective Potential of Videogames

by David Owen

Matthew Wilhelm Kapell (Editor)

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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."

  • ISBN10 1476667195
  • ISBN13 9781476667195
  • Publish Date 3 July 2017
  • Publish Status Active
  • Publish Country US
  • Imprint McFarland & Co Inc
  • Format Paperback (US Trade)
  • Pages 240
  • Language English