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What is the Avatar?
  • Language: en
  • Pages: 243

What is the Avatar?

What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch.

We Are All Astronauts
  • Language: en
  • Pages: 251

We Are All Astronauts

  • Categories: Art

"We are all astronauts", the American architect and thinker Richard Buckminster Fuller wrote in 1968 in his book Operating Manual for Spaceship Earth, where he compared Earth to a spaceship, provided only with exhaustible resources while flying through space. These words show the presence the phenomenon of the astronaut and the cosmonaut had in the public mind from the second half of the twentieth century on: Buckminster Fuller was able to drive his point home by asking his audience to identify with one of the most prominent figures in the public sphere then: the space traveler. At the same time, Buckminster Fuller's words themselves seem to have played a significant role in further shaping the space-exploring human as a symbol and an image of humankind in general. The twelve contributions in this book by authors from the fields of literature, music, politics, history, the visual arts, film, computer games, comics, social sciences, and media theory track the development, changes and dynamics of this symbol by analyzing the various images of the astronaut and the cosmonaut as constructed throughout the different decades of space exploration, from its beginning to the present day.

Human Perception and Digital Information Technologies
  • Language: en
  • Pages: 263

Human Perception and Digital Information Technologies

  • Type: Book
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  • Published: 2024-02-29
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  • Publisher: Policy Press

Computational media govern our experiences by externalizing our knowledge and memories, mining data from our behaviour to influence our decision-making, and creating emotionally rewarding and sensory pleasures. But does that mean human perception is becoming a product of human-machine symbiosis in this new media ecology? This ground-breaking collection explores the ways in which digital information technologies form and influence human perception and experience. Examining the relationship between technological reductionism and the body, it takes on board discursive perspectives from the humanities and brings digital media, affect, and body studies into conversation with one another. Written by pioneering authors in the field, this book expands our understanding of human perception, animation, technology, and the body.

Videogames and Horror
  • Language: en
  • Pages: 284

Videogames and Horror

Videogames are full of horrors – and of horror, a facet of the media that has been largely overlooked by the academic community in terms of lengthy studies in the fast-growing field of videogame scholarship. This book engages with the research of prominent scholars across the humanities to explore the presence, role and function of horror in videogames, and in doing so it demonstrates how videogames enter discussion on horror and offer a unique, radical space that horror is particularly suited to fill. The topics covered include the construction of stories in videogames, the role of the monster and, of course, how death is treated as a learning tool and as a facet of horror.

The Philosophy of Computer Games
  • Language: en
  • Pages: 281

The Philosophy of Computer Games

Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture.

The Intersection of Animation, Video Games, and Music
  • Language: en
  • Pages: 239

The Intersection of Animation, Video Games, and Music

In both video games and animated films, worlds are constructed through a combination of animation, which defines what players see on the screen, and music and sound, which provide essential cues to action, emotion, and narrative. This book offers a rich exploration of the intersections between animation, video games, and music and sound, bringing together a range of multidisciplinary lenses. In fourteen chapters, the contributors consider similarities and differences in how music and sound structure video games and animation, as well as the animation within video games, and explore core topics of nostalgia, adaptation, gender and sexuality. Offering fresh insights into the aesthetic interplay of animation, video games, and sound, this volume provides a gateway into new areas of study that will be of interest to scholars and students across musicology, animation studies, game studies, and media studies more broadly.

Video Games and the Mind
  • Language: en
  • Pages: 225

Video Games and the Mind

  • Type: Book
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  • Published: 2016-07-19
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  • Publisher: McFarland

Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.

Gaming and the Arts of Storytelling
  • Language: en
  • Pages: 144

Gaming and the Arts of Storytelling

  • Type: Book
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  • Published: 2019-07-12
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  • Publisher: MDPI

This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative

The Performance of Video Games
  • Language: en
  • Pages: 231

The Performance of Video Games

  • Type: Book
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  • Published: 2022-10-27
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  • Publisher: McFarland

When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.

Ready Player Juan
  • Language: en
  • Pages: 191

Ready Player Juan

This book fuses Latinx studies and video game studies to document how Latinx masculinities are portrayed in high-budget action-adventure video games. Developing an original approach to video game experiences, the author theorizes video games as border crossings, and defines a new concept--digital mestizaje--that pushes players, readers, and scholars to deploy a Latinx way of seeing constructive as well as destructive qualities.