000 01680cam a2200373Mi 4500
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
245 1 0 _aPlayer and Avatar.
260 _aJefferson, UNITED STATES :
_bMcFarland and Company, Incorporated, Publishers,
_c(c)2017.
300 _a1 online resource (239)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _adata file
_2rda
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.
530 _a2
_ub
650 0 _aVideo games.
650 0 _aPerforming arts.
650 0 _aVideo games
_xSocial aspects.
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
994 _a92
_bNT
999 _c93034
_d93034
902 _a1
_bCynthia Snell
_c1
_dCynthia Snell