000 | 01396cam a2200313 i 4500 | ||
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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 |
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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. |
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650 | 0 |
_aVideo games _xSocial aspects. |
|
650 | 0 | _aAvatars (Virtual reality) | |
650 | 0 | _aOnline identities. | |
999 |
_c36575 _d36575 |