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dc.contributor.authorGazzard, A.
dc.date.accessioned2009-09-22T09:19:04Z
dc.date.available2009-09-22T09:19:04Z
dc.date.issued2009
dc.identifier.citationGazzard , A 2009 , The avatar and the player : Understanding the relationship beyond the screen . in Proceedings of Conference in Games and Virtual Worlds for Serious Applications, 2009. : VS-GAMES '09 . Institute of Electrical and Electronics Engineers (IEEE) , pp. 190-193 , VS-GAMES '09 , Coventry , United Kingdom , 23/03/09 . https://doi.org/10.1109/VS-GAMES.2009.11
dc.identifier.citationconference
dc.identifier.isbn978-0-7695-3588-3
dc.identifier.otherPURE: 103516
dc.identifier.otherPURE UUID: 55e1b435-2170-4ab2-a4c9-e6ac7bf69601
dc.identifier.otherdspace: 2299/3879
dc.identifier.otherScopus: 70350077523
dc.identifier.urihttp://hdl.handle.net/2299/3879
dc.description“This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder." “Copyright IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.” DOI: 10.1109/VS-GAMES.2009.11
dc.description.abstractThis paper looks at the concept of the avatar in terms of our interaction and viewpoints. It proposes a vocabulary of terms which analytically describe the player: avatar relationship as opposed to the player: screen relationship, emphasising the performative rather than the representational elements. In place of transposing cinematographic concepts such as first person' or 'third person' to the discussion of avatars, as has been the case in the past, the paper proposes the idea of the 'altered positions' of the avatar, whether that be playing 'within' the character' or 'outside' of the character. These concepts link to the avatarial display and avatarial presence of a game character and emphasise how the various 'positions' effect our movements and experience within the game world, and help us understand how we, as players, are 'performing' through our avatars, engaging in and enjoying a player->controller->avatar experience that is essentially aesthetic and emotional.en
dc.format.extent4
dc.language.isoeng
dc.publisherInstitute of Electrical and Electronics Engineers (IEEE)
dc.relation.ispartofProceedings of Conference in Games and Virtual Worlds for Serious Applications, 2009.
dc.subjectavatars
dc.subjectpresence
dc.subjectdisplay
dc.subjectaltered positions
dc.subjectgames
dc.titleThe avatar and the player : Understanding the relationship beyond the screenen
dc.contributor.institutionSchool of Creative Arts
dc.contributor.institutionSocial Sciences, Arts & Humanities Research Institute
dc.identifier.urlhttp://www.vs-games.org.uk/about.aspx
rioxxterms.versionofrecordhttps://doi.org/10.1109/VS-GAMES.2009.11
rioxxterms.typeOther
herts.preservation.rarelyaccessedtrue


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