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Open Daily: 10am - 10pm | Alley-side Pickup: 10am - 7pm
3038 Hennepin Ave Minneapolis, MN
612-822-4611
Player and Avatar: The Affective Potential of Videogames

Player and Avatar: The Affective Potential of Videogames

Paperback

Series: Studies in Gaming

Games & Activities General

ISBN10: 1476667195
ISBN13: 9781476667195
Publisher: McFarland & Company
Published: Jul 3 2017
Pages: 240
Weight: 0.70
Height: 0.90 Width: 6.00 Depth: 9.00
Language: English

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.

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Games & Activities General