000 01396cam a2200313 i 4500
001 2017022806
003 DLC
005 20190729110959.0
008 170810s2017 ncu b 001 0 eng
010 _a 2017022806
020 _a9781476667195 (softcover : alk. paper)
042 _apcc
040 _aDLC
_beng
_erda
_cDLC
_dDLC
050 0 0 _aGV1469.3
_b.O94 2017
082 0 0 _a794.8
_223
100 1 _aOwen, David,
_d1970-
245 1 0 _aPlayer and avatar :
_bthe affective potential of videogames /
_cDavid Owen.
264 1 _aJefferson, North Carolina :
_bMcFarland & Company, Inc., Publishers,
_c[2017]
300 _avii, 230 pages ;
_c23 cm.
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
490 0 _aStudies in gaming
504 _aIncludes bibliographical references and index.
520 _a"The author explores concepts central to the design and enjoyment of video games, including affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate--the avatar. Gamer and avatar are analyzed as a cybernetic coupling whose dynamics suggest a fulfillment of dramatist Atonin Artaud's vision of the "body without organs.""--
_cProvided by publisher.
650 0 _aVideo games
_xSocial aspects.
650 0 _aAvatars (Virtual reality)
650 0 _aOnline identities.
999 _c36575
_d36575