Due to the growing popularity of video games, gaming itself has become a shared experience among media audiences worldwide. The phenomenon of avatar-based games has led to the emergence of new storytelling practices. The paper proposes a typology of tropes in these avatar-based narratives focusing on non-game case studies. Suggested tropes are also confronted with the latest research on avatars in the area of game studies and current knowledge of the issues concerning the player-avatar relationship. Some of the most popular misconceptions regarding the gameplay experience and its representation in non-game media are exposed as a result of this analysis. The research confirms that popular culture perceives gaming experience as closely relate...
In the world of digital video games, human players are present through surrogates. Surrogates in the...
Immersive and engaging are words often used interchangeably to describe the player's experience of g...
This paper discusses the aesthetic relevance of divergences between player and avatar memories in th...
Due to the growing popularity of video games, gaming itself has become a shared experience among med...
What is the relationship between the player and the avatar of a video game? In this article, I aim t...
Drawing on the work of Raymond Williams, this paper examines avatar culture through the interplay of...
International audienceSince the first video games, digital interfaces as well as video game genres h...
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...
This thesis is exploring a new approach to the little known and conceptually diversified subject of ...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
UnrestrictedA study of the medium-specific properties of videogame discourse, this dissertation cons...
Videogames have developed from arcade experiences spanning a mere few minutes to immersive experienc...
International audienceVideogame interactions show a rather complex participation framework: players ...
International audienceVideogame interactions show a rather complex participation framework: players ...
In the world of digital video games, human players are present through surrogates. Surrogates in the...
Immersive and engaging are words often used interchangeably to describe the player's experience of g...
This paper discusses the aesthetic relevance of divergences between player and avatar memories in th...
Due to the growing popularity of video games, gaming itself has become a shared experience among med...
What is the relationship between the player and the avatar of a video game? In this article, I aim t...
Drawing on the work of Raymond Williams, this paper examines avatar culture through the interplay of...
International audienceSince the first video games, digital interfaces as well as video game genres h...
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...
This thesis is exploring a new approach to the little known and conceptually diversified subject of ...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
UnrestrictedA study of the medium-specific properties of videogame discourse, this dissertation cons...
Videogames have developed from arcade experiences spanning a mere few minutes to immersive experienc...
International audienceVideogame interactions show a rather complex participation framework: players ...
International audienceVideogame interactions show a rather complex participation framework: players ...
In the world of digital video games, human players are present through surrogates. Surrogates in the...
Immersive and engaging are words often used interchangeably to describe the player's experience of g...
This paper discusses the aesthetic relevance of divergences between player and avatar memories in th...