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Player and Avatar: The Affective Potential of Videogames

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

Paperback (03 Jul 2017)

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Publisher's Synopsis

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."

Book information

ISBN: 9781476667195
Publisher: McFarland & Company, Inc., Publishers
Imprint: McFarland & Company, Inc., Publishers
Pub date:
DEWEY: 794.8
DEWEY edition: 23
Language: English
Number of pages: 240
Weight: 324g
Height: 230mm
Width: 155mm
Spine width: 15mm