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The Oxford Handbook of Entertainment Theory

Author : Peter Vorderer
Publisher : Oxford University Press, USA
Page : 890 pages
File Size : 20,7 MB
Release : 2021
Category : Language Arts & Disciplines
ISBN : 0190072210

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"This chapter offers some historical and conceptual orientation to readers of the Oxford Handbook of Entertainment Theory. Departing from a brief review of ancient roots and 20th century pioneer works, we elaborate on the state and challenges of contemporary entertainment theory and research. This includes the need to develop a more explicit understanding of interrelationships among similar terms and concepts (e.g., presence and transportation), the need to reflect more explicitly on epistemological foundations of entertaiment theories (e.g., neo-behaviorism), and the need to reach back to past, even historical reasoning in communication that may be just as informative as the consideration of recent theoretical innovations from neigboring fields such as social psychology. Finally, we offer some reflections on programmatic perspectives for future entertainment theory, which should try to harmonize views from the social sciences and critical thinking, span cultural differences in entertainment processes, and keep track of the rapid technological progress of entertainment media"--

Player and Avatar

Author : David Owen
Publisher : McFarland
Page : 239 pages
File Size : 17,54 MB
Release : 2017-06-19
Category : Games & Activities
ISBN : 1476629420

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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."

Halos and Avatars

Author : Craig Detweiler
Publisher : Westminster John Knox Press
Page : 258 pages
File Size : 18,81 MB
Release : 2010-01-25
Category : Religion
ISBN : 1611640040

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Craig Detweiler's collection of up-to-the-minute essays on video games' theological themes (and yes, they do exist!) is an engaging and provocative book for gamers, parents, pastors, media scholars, and theologians--virtually anyone who has dared to consider the ramifications of modern society's obsession with video games and online media. Together, these essays take on an exploding genre in popular culture and interpret it through a refreshing and enlightening philosophical lens.

Alter Ego

Author : Robbie Cooper
Publisher :
Page : 148 pages
File Size : 21,46 MB
Release : 2007
Category : Comics & Graphic Novels
ISBN :

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Introduction by Julian Dibbell. Text by Tracy Spaight.

My Avatar, My Self

Author : Zach Waggoner
Publisher : McFarland
Page : 209 pages
File Size : 38,40 MB
Release : 2014-01-10
Category : Games & Activities
ISBN : 0786454091

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With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers.

Gamification: Concepts, Methodologies, Tools, and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 2250 pages
File Size : 26,89 MB
Release : 2015-03-31
Category : Computers
ISBN : 1466682019

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Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Avatar, Assembled

Author : Jaime Banks
Publisher : Digital Formations
Page : 0 pages
File Size : 13,33 MB
Release : 2018
Category : Avatars (Virtual reality)
ISBN : 9781433138287

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Avatar, Assembled is a curated volume that unpacks videogame and virtual world avatars--not as a monolithic phenomenon (as they are usually framed) but as sociotechnical assemblages, pieced together from social (human-like) features like voice and gesture to technical (machine-like) features like graphics and glitches. Each chapter accounts for the empirical, theoretical, technical, and popular understandings of these avatar "components"--60 in total--altogether offering a nuanced explication of avatars-as-assemblages as they matter in contemporary society and in individual experience. The volume is a "crossover" piece in that, while it delves into complex ideas, it is written in a way that will be accessible and interesting to students, researchers, designers, and practitioners alike.

Player Choices with Round Character Avatars

Author : Felicia Tucker
Publisher :
Page : 74 pages
File Size : 24,30 MB
Release : 2016
Category : Avatars (Virtual reality)
ISBN :

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This study investigates the choices players make in a visual novel when faced with both an altruistic and narcissistic round avatar, where a round avatar is one with strong personality traits. Specifically, we examine whether players make choices that align with the avatar's personality or with the player's own personality, regardless of the avatar. In addition, we examine whether there is a change in behavior in the player after playing with avatars with different personality traits. Our study finds that players make choices that align with the avatar's personality when the player relates to the avatar; otherwise, players are inclined to make the choices that they believe will improve their avatar's relationship with other characters.

Ready Player Two

Author : Ernest Cline
Publisher : Ballantine Books
Page : 385 pages
File Size : 16,24 MB
Release : 2020-11-24
Category : Fiction
ISBN : 1524761338

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#1 NEW YORK TIMES BESTSELLER • The thrilling sequel to the beloved worldwide bestseller Ready Player One, the near-future adventure that inspired the blockbuster Steven Spielberg film. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY THE WASHINGTON POST • “The game is on again. . . . A great mix of exciting fantasy and threatening fact.”—The Wall Street Journal AN UNEXPECTED QUEST. TWO WORLDS AT STAKE. ARE YOU READY? Days after winning OASIS founder James Halliday’s contest, Wade Watts makes a discovery that changes everything. Hidden within Halliday’s vaults, waiting for his heir to find, lies a technological advancement that will once again change the world and make the OASIS a thousand times more wondrous—and addictive—than even Wade dreamed possible. With it comes a new riddle, and a new quest—a last Easter egg from Halliday, hinting at a mysterious prize. And an unexpected, impossibly powerful, and dangerous new rival awaits, one who’ll kill millions to get what he wants. Wade’s life and the future of the OASIS are again at stake, but this time the fate of humanity also hangs in the balance. Lovingly nostalgic and wildly original as only Ernest Cline could conceive it, Ready Player Two takes us on another imaginative, fun, action-packed adventure through his beloved virtual universe, and jolts us thrillingly into the future once again.