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Beschreibung
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."
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."
Über den Autor
David Owen teaches at the University of Alberta in Edmonton, Canada. He has written essays and articles on theater, digital performance and videogames in The Journal of Gaming and Virtual Worlds and The Canadian Theatre Review
Inhaltsverzeichnis
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
Details
Empfohlen (von): 18
Erscheinungsjahr: 2017
Genre: Importe
Produktart: Nachschlagewerke
Rubrik: Hobby & Freizeit
Thema: Spielen & Raten
Medium: Taschenbuch
Inhalt: Kartoniert / Broschiert
ISBN-13: 9781476667195
ISBN-10: 1476667195
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Owen, David
Redaktion: Kapell, Matthew Wilhelm
Hersteller: McFarland
Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de
Maße: 229 x 152 x 14 mm
Von/Mit: David Owen
Erscheinungsdatum: 19.06.2017
Gewicht: 0,396 kg
Artikel-ID: 108534274