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Why Can I See My Avatar? Embodied Visual Engagement in the Third-Person Video Game

Dados Bibliográficos

ID2409593
AutoresDaniel Black (0000-0002-1474-6992)
Ano2017
Volume12
Fascículo2
Páginas179-199
Data de publicação2017-03-01
Peer ReviewedSim
Open AccessSim
TipoARTICLE
PeriódicoGames and Culture (JOURNAL)
Identificadores do periódicoISSN: 1555-4120 • E-ISSN: 1555-4139
EditoraSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412015589175
OpenAlexW2506101168
IdiomaEN
Citações recebidas9
Referências citadas13

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

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Obras citantes distintas9
Citações por ano1,8
Intervalo de citações2021 - 2025 (5)
Velocidade de citaçãorecent
Altamente citadoNão
Tipos de citaçãoNeutras: 9
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