Player and Avatar. The Affective Potential of Videogames David Owen, Matthew Wilhelm Kapell

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David Owen, Matthew Wilhelm Kapell - «Player and Avatar. The Affective Potential of Videogames»

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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." Это и многое другое вы найдете в книге Player and Avatar. The Affective Potential of Videogames (David Owen, Matthew Wilhelm Kapell)

Полное название книги David Owen, Matthew Wilhelm Kapell Player and Avatar. The Affective Potential of Videogames
Авторы David Owen, Matthew Wilhelm Kapell
Ключевые слова нехудожественная литература, компьютерные технологии
Категории Компьютеры и Internet
ISBN 9781476667195
Издательство McFarland and Company
Год 2017
Название транслитом player-and-avatar-the-affective-potential-of-videogames-david-owen-matthew-wilhelm-kapell
Название с ошибочной раскладкой player and avatar. the affective potential of videogames david owen-matthew wilhelm kapell