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Book Player and Avatar

Download or read book Player and Avatar written by David Owen and published by McFarland. This book was released on 2017-06-19 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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."

Book The Oxford Handbook of Entertainment Theory

Download or read book The Oxford Handbook of Entertainment Theory written by Peter Vorderer and published by Oxford University Press, USA. This book was released on 2021 with total page 890 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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"--

Book My Avatar  My Self

Download or read book My Avatar My Self written by Zach Waggoner and published by McFarland. This book was released on 2014-01-10 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Gamification  Concepts  Methodologies  Tools  and Applications

Download or read book Gamification Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2015-03-31 with total page 2250 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Playing Video Games

Download or read book Playing Video Games written by Peter Vorderer and published by Routledge. This book was released on 2012-10-12 with total page 605 pages. Available in PDF, EPUB and Kindle. Book excerpt: From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.

Book Alter Ego

Download or read book Alter Ego written by Robbie Cooper and published by . This book was released on 2007 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduction by Julian Dibbell. Text by Tracy Spaight.

Book Ready Player Two

    Book Details:
  • Author : Ernest Cline
  • Publisher : Ballantine Books
  • Release : 2020-11-24
  • ISBN : 1524761338
  • Pages : 385 pages

Download or read book Ready Player Two written by Ernest Cline and published by Ballantine Books. This book was released on 2020-11-24 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: #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.

Book Culture at Play  How Video Games Influence and Replicate Our World

Download or read book Culture at Play How Video Games Influence and Replicate Our World written by and published by BRILL. This book was released on 2020-11-16 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is video game culture? This volume avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture.

Book Players and Avatars

    Book Details:
  • Author : Narnia Worth
  • Publisher :
  • Release : 2015
  • ISBN :
  • Pages : pages

Download or read book Players and Avatars written by Narnia Worth and published by . This book was released on 2015 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Ready Player One

    Book Details:
  • Author : Ernest Cline
  • Publisher : Ballantine Books
  • Release : 2011-08-16
  • ISBN : 0307887456
  • Pages : 386 pages

Download or read book Ready Player One written by Ernest Cline and published by Ballantine Books. This book was released on 2011-08-16 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: #1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9

Book What is the Avatar

Download or read book What is the Avatar written by Rune Klevjer and published by transcript Verlag. This book was released on 2022-10-31 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Avatar  Assembled

Download or read book Avatar Assembled written by Jaime Banks and published by Digital Formations. This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Exodus to the Virtual World

Download or read book Exodus to the Virtual World written by Edward Castronova and published by St. Martin's Press. This book was released on 2007-11-27 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live--both in fantasy worlds and in the real one.

Book Multiplayer

Download or read book Multiplayer written by Thorsten Quandt and published by Routledge. This book was released on 2013-10-30 with total page 271 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.

Book Realistic Avatar Creation and Player Choice

Download or read book Realistic Avatar Creation and Player Choice written by James Lee and published by . This book was released on 2014 with total page 100 pages. Available in PDF, EPUB and Kindle. Book excerpt: As the gaming industry continues to grow, female gamer numbers are on the rise. Research has shown that females have been disproportionately underrepresented and inaccurately portrayed in video games. The research findings also reveal the many negative effects misrepresentation can have on women's self esteem and body image. This project hypothesizes that the use of a more realistic and responsive in-game character creation tool will help assess the impact of female character models on the enjoyment and self-concept of the players. The project produced six model templates with accurate body proportions and a character creation tool with customizable slider features, standard deviation visual feedback, and game telemetry data capturing based on literature review that can be used in future projects for collecting body proportion and mouse over data on player avatar preferences. The models are created with data sets from the 2012 U.S. Army Anthropometric Survey (ANSUR) and the Center for Disease Control (CDC) Anthropometric Reference Data for Children and Adults: United States, 2007-2010. This tool can be helpful for game developers and gender studies researchers studying the media effects of 3D character models and players' choice.

Book Anthropometric Reference Data for Children and Adults

Download or read book Anthropometric Reference Data for Children and Adults written by and published by . This book was released on 2012 with total page 48 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Legend of the Elements  Softcover

Download or read book Legend of the Elements Softcover written by Max Hervieux and published by . This book was released on 2016-03-13 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: A tabletop roleplaying game about kung-fu elemental-magic wuxia action.