Original article can be found at: http://dl.acm.org/ Copyright ACM [Full text of this paper is not available in the UHRA]It has been theorised that avatars allow for an embodied interaction between the player and the character they are controlling onscreen. This has been discussed through the avatar being an extension of the player's actions, with the two 'bodies' of the virtual and the real becoming merged as the player moves the avatar through a series of events. The issue that resides with these statements is that moving the character through a control device does not recreate the full movement of the avatar onscreen. Instead a represented action occurs, with some actions being the result of programmers code rather than the intended acti...
This thesis is concerned with shared virtual environmentsfor collaborative work. An important aspect...
Immersive virtual environments can be either non-interactive or interactive. In the latter case, a k...
Although avatars broadly include textual screen names or social network profiles, we specifically di...
What is the relationship between the player and the avatar of a video game? In this article, I aim t...
“This material is presented to ensure timely dissemination of scholarly and technical work. Copyrigh...
User motivation and engagement while playing serious games remains challenging. Advances location-ba...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
The study of the player-avatar relationship has been central to scholars of video games and virtual ...
The nature of the relationship between the player and a video game avatar has been the cause of much...
In this article, we analyse the strategies that allow non-player characters to create the illusion t...
International audienceVideogame interactions show a rather complex participation framework: players ...
Are avatars simply a vehicle of sorts, allowing us to move about in an otherwise inaccessible digita...
This essay examines the relationship between the player and the avatar, but his question regards how...
In Massively Multiplayer Online Role Playing Games (MMORPG) you act and react on other players avata...
This thesis is concerned with shared virtual environmentsfor collaborative work. An important aspect...
Immersive virtual environments can be either non-interactive or interactive. In the latter case, a k...
Although avatars broadly include textual screen names or social network profiles, we specifically di...
What is the relationship between the player and the avatar of a video game? In this article, I aim t...
“This material is presented to ensure timely dissemination of scholarly and technical work. Copyrigh...
User motivation and engagement while playing serious games remains challenging. Advances location-ba...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
The study of the player-avatar relationship has been central to scholars of video games and virtual ...
The nature of the relationship between the player and a video game avatar has been the cause of much...
In this article, we analyse the strategies that allow non-player characters to create the illusion t...
International audienceVideogame interactions show a rather complex participation framework: players ...
Are avatars simply a vehicle of sorts, allowing us to move about in an otherwise inaccessible digita...
This essay examines the relationship between the player and the avatar, but his question regards how...
In Massively Multiplayer Online Role Playing Games (MMORPG) you act and react on other players avata...
This thesis is concerned with shared virtual environmentsfor collaborative work. An important aspect...
Immersive virtual environments can be either non-interactive or interactive. In the latter case, a k...
Although avatars broadly include textual screen names or social network profiles, we specifically di...