Why Can I See My Avatar? Embodied Visual Engagement in the Third-Person Video Game
Datos Bibliográficos
| ID | 2409593 |
|---|---|
| Autores | Daniel Black (0000-0002-1474-6992) |
| Año | 2017 |
| Volumen | 12 |
| Número | 2 |
| Páginas | 179-199 |
| Fecha de publicación | 2017-03-01 |
| Peer Reviewed | Sí |
| Open Access | Sí |
| Tipo | ARTICLE |
| Revista | Games and Culture (JOURNAL) |
| Identificadores de la revista | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Editorial | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412015589175 |
| OpenAlex | W2506101168 |
| Idioma | EN |
| Citas recibidas | 9 |
| Referencias citadas | 13 |
This essay seeks to answer two questions raised by the success of video games where the player looks at the character she is playing rather than seeming to inhabit the same coordinates as the character within the game space. First, why is the experience of playing these games not innately inferior to that of playing games with a first-person point of view, given that the sense of being a character sensing and acting inside the game space could be expected to be much stronger when the character's body seems to be one's own rather than a separate entity in the game space? And second, if the first-person point of view is so "immersive" and provides such a sense of being "inside" the representational space as is sometimes claimed, why has it never been so prominent in other audiovisual entertainment media such as film and television
Aesthetics · Art · Avatar · Character (mathematics · Embodied cognition · Entertainment · Game mechanics · Game studies · Human–computer interaction · Metagaming · Multimedia · Non-cooperative game · Point (geometry · Simultaneous game · Video game · Visual arts · Computer Science · Digital Games and Media · Media Influence and Health · Psychology · Virtual Reality Applications and Impacts · Artificial Intelligence
The Address of the Eye
If I Were You
Embodiment, ownership and disownership
Disowning one’s seen real body during an out-of-body illusion
The Language of New Media
The Discourse of Perspective in the Twentieth Century
Where Bodies End and Artefacts Begin
The Game Body
Toward a (Kin)Aesthetic of Video Gaming
Digital Game Involvement
| Obras citantes distintas | 9 |
|---|---|
| Citas por año | 1,8 |
| Intervalo de citas | 2021 - 2025 (5) |
| Velocidad de citación | recent |
| Altamente citado | No |
| Tipos de cita | Neutras: 9 |