000 | 01680cam a2200373Mi 4500 | ||
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001 | ocn993696552 | ||
003 | OCoLC | ||
005 | 20240726105222.0 | ||
008 | 170714s2017 xx o 000 0 eng d | ||
040 |
_aIDEBK _beng _epn _erda _cIDEBK _dOCLCQ _dYDX _dNT _dOCLCF _dUMR |
||
020 | _a9781476629421 | ||
050 | 0 | 4 |
_aGV1469 _b.P539 2017 |
049 | _aMAIN | ||
100 | 1 |
_aOwen, David. _e1 |
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245 | 1 | 0 | _aPlayer and Avatar. |
260 |
_aJefferson, UNITED STATES : _bMcFarland and Company, Incorporated, Publishers, _c(c)2017. |
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300 | _a1 online resource (239) | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_adata file _2rda |
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490 | 0 | _aStudies in gaming | |
504 | _a2 | ||
520 | 0 |
_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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530 |
_a2 _ub |
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650 | 0 | _aVideo games. | |
650 | 0 | _aPerforming arts. | |
650 | 0 |
_aVideo games _xSocial aspects. |
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655 | 1 | _aElectronic Books. | |
856 | 4 | 0 |
_uhttps://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=1570009&site=eds-live&custid=s3260518 _zClick to access digital title | log in using your CIU ID number and my.ciu.edu password |
942 |
_cOB _D _eEB _hGV. _m2017 _QOL _R _x _8NFIC _2LOC |
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994 |
_a92 _bNT |
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999 |
_c93034 _d93034 |
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902 |
_a1 _bCynthia Snell _c1 _dCynthia Snell |