Player and Avatar

Player and Avatar
Title Player and Avatar PDF eBook
Author David Owen
Publisher McFarland
Pages 239
Release 2017-06-19
Genre Games & Activities
ISBN 1476629420

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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."

Player and Avatar

Player and Avatar
Title Player and Avatar PDF eBook
Author David Owen
Publisher McFarland
Pages 239
Release 2017-07-03
Genre Games & Activities
ISBN 1476667195

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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."

The Oxford Handbook of Entertainment Theory

The Oxford Handbook of Entertainment Theory
Title The Oxford Handbook of Entertainment Theory PDF eBook
Author Peter Vorderer
Publisher Oxford University Press, USA
Pages 890
Release 2021
Genre Language Arts & Disciplines
ISBN 0190072210

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"This chapter offers some historical and conceptual orientation to readers of the Oxford Handbook of Entertainment Theory. Departing from a brief review of ancient roots and 20th century pioneer works, we elaborate on the state and challenges of contemporary entertainment theory and research. This includes the need to develop a more explicit understanding of interrelationships among similar terms and concepts (e.g., presence and transportation), the need to reflect more explicitly on epistemological foundations of entertaiment theories (e.g., neo-behaviorism), and the need to reach back to past, even historical reasoning in communication that may be just as informative as the consideration of recent theoretical innovations from neigboring fields such as social psychology. Finally, we offer some reflections on programmatic perspectives for future entertainment theory, which should try to harmonize views from the social sciences and critical thinking, span cultural differences in entertainment processes, and keep track of the rapid technological progress of entertainment media"--

My Avatar, My Self

My Avatar, My Self
Title My Avatar, My Self PDF eBook
Author Zach Waggoner
Publisher McFarland
Pages 209
Release 2014-01-10
Genre Games & Activities
ISBN 0786454091

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With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers.

What is the Avatar?

What is the Avatar?
Title What is the Avatar? PDF eBook
Author Rune Klevjer
Publisher transcript Verlag
Pages 243
Release 2022-10-31
Genre Social Science
ISBN 3839445795

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What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch.

Avatars at Work and Play

Avatars at Work and Play
Title Avatars at Work and Play PDF eBook
Author Ralph Schroeder
Publisher Springer Science & Business Media
Pages 287
Release 2006-07-08
Genre Computers
ISBN 1402038984

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Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?

Players and Avatars

Players and Avatars
Title Players and Avatars PDF eBook
Author Narnia Worth
Publisher
Pages
Release 2015
Genre
ISBN

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