Description

Book Synopsis
Avatar, Assembled is a curated volume that unpacks videogame and virtual world avatarsnot as a monolithic phenomenon (as they are usually framed) but as sociotechnical assemblages, pieced together from social (human-like) features like voice and gesture to technical (machine-like) features like graphics and glitches. Each chapter accounts for the empirical, theoretical, technical, and popular understandings of these avatar components60 in totalaltogether offering a nuanced explication of avatars-as-assemblages as they matter in contemporary society and in individual experience. The volume is a crossover piece in that, while it delves into complex ideas, it is written in a way that will be accessible and interesting to students, researchers, designers, and practitioners alike.

Trade Review
“Much like the multiple customization options many games offer to videogame players, Avatar, Assembled offers the reader multiple fascinating angles from which to understand game avatars. Covering the social and technical aspects that make up our digital representations, the book draws on specific game examples, highlights well-known avatars, and brings in classic as well as cutting-edge theory about how and why these representations come to matter to us so much. For games scholars and interested players, this volume is not to be missed.” —Mia Consalvo Professor, Communication Studies Canada Research Chair in Game Studies and Design Concordia University (Montreal, Canada)

Table of Contents

List of Figures – List of Tables – Acknowledgments – Jaime Banks: Introduction: (Dis)Assembling the Avatar – Teresa Lynch/Nicholas L. Matthews: Life & Death: The Meaning of (Digital) Existence – James M. Falin/Jorge Peña: Shape & Size: The Body Electric – Kristine L. Nowak: Race & Otherness: The Utopian Promise and Divided Reality – Jesse Fox: Boobs & Butts: The Babes Get the Gaze – Sun Joo (Grace) Ahn: Face & Hair: Looks That Change Behaviors – Hanna Wirman/Rhys Jones: Voice & Sound: Player Contributions to Speech – Sita Popat: Gesture & Movement: Indices of Presence – Mark R. Johnson: Names & Labels: Strategic (De)Identification – William Robinson/David Calvo: Gear & Weaponry: Market Ideologies of Functional and Cosmetic Items – Rabindra A. Ratan: Companions & Vehicles: Permutations of Digital Entities – Kristine Ask/Mark Chen: Alignments & Alliances: Associations of Value – Matthew Grizzard/Changhyun Ahn: Morality & Personality: Perfect and Deviant Selves – Nicholas David Bowman: Relationships & Reputation: Part of the Main(frame) – John Carter McKnight: Headcanon & Lore: Owning the Narrative – Nicolle Lamerichs: Cosplay & Conventions: Exporting the Digital – Andy Boyan/Jaime Banks: Rules & Mechanics: Parameters for Interactivity – John A. Velez: Achievements & Levels: Building Affirmational Resources – Christopher A. Paul: Spells & Statistics: Inside the Black Box – Oskar Milik: Class & Role: Frameworks for (Inter)Action – Isaac Knowles: Resources & Inventories: Useful Fictions – Peter Kudenov: Code & Logic: Procedural Desire – Mark R. Johnson: Glitches & Lag: Unanticipated Variables: Roger Altizer, Jr.: Pixels & Polygons: The Stuff of Light-Beings – Dominic Kao/D. Fox Harrell: Embellishment & Effects: Seduction by Style – Ryan Bown/Gabe Olson: Perspective & Physics: Frames for Play – Edward Downs: Mobility & Context: Of Being and Being There – Casey O’Donnell: Engines & Platforms: Functional Entanglements – Nathan Stevens/Anthony Limperos: Interfaces & Mods: Customizing the Gateway – Daniel Roth, Jean-Luc Lugrin/Sebastian von Mammen/Marc Erich Latoschik: Controllers & Inputs: Masters of Puppets – Tyler T. Ochoa/Jaime Banks: Licensing & Law: Who Owns an Avatar? – Contributors – Ludography – Index.

Avatar Assembled

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      Publisher: Peter Lang Publishing Inc
      Publication Date: 1/17/2017 12:11:00 AM
      ISBN13: 9781433135606, 978-1433135606
      ISBN10: 1433135604

      Description

      Book Synopsis
      Avatar, Assembled is a curated volume that unpacks videogame and virtual world avatarsnot as a monolithic phenomenon (as they are usually framed) but as sociotechnical assemblages, pieced together from social (human-like) features like voice and gesture to technical (machine-like) features like graphics and glitches. Each chapter accounts for the empirical, theoretical, technical, and popular understandings of these avatar components60 in totalaltogether offering a nuanced explication of avatars-as-assemblages as they matter in contemporary society and in individual experience. The volume is a crossover piece in that, while it delves into complex ideas, it is written in a way that will be accessible and interesting to students, researchers, designers, and practitioners alike.

      Trade Review
      “Much like the multiple customization options many games offer to videogame players, Avatar, Assembled offers the reader multiple fascinating angles from which to understand game avatars. Covering the social and technical aspects that make up our digital representations, the book draws on specific game examples, highlights well-known avatars, and brings in classic as well as cutting-edge theory about how and why these representations come to matter to us so much. For games scholars and interested players, this volume is not to be missed.” —Mia Consalvo Professor, Communication Studies Canada Research Chair in Game Studies and Design Concordia University (Montreal, Canada)

      Table of Contents

      List of Figures – List of Tables – Acknowledgments – Jaime Banks: Introduction: (Dis)Assembling the Avatar – Teresa Lynch/Nicholas L. Matthews: Life & Death: The Meaning of (Digital) Existence – James M. Falin/Jorge Peña: Shape & Size: The Body Electric – Kristine L. Nowak: Race & Otherness: The Utopian Promise and Divided Reality – Jesse Fox: Boobs & Butts: The Babes Get the Gaze – Sun Joo (Grace) Ahn: Face & Hair: Looks That Change Behaviors – Hanna Wirman/Rhys Jones: Voice & Sound: Player Contributions to Speech – Sita Popat: Gesture & Movement: Indices of Presence – Mark R. Johnson: Names & Labels: Strategic (De)Identification – William Robinson/David Calvo: Gear & Weaponry: Market Ideologies of Functional and Cosmetic Items – Rabindra A. Ratan: Companions & Vehicles: Permutations of Digital Entities – Kristine Ask/Mark Chen: Alignments & Alliances: Associations of Value – Matthew Grizzard/Changhyun Ahn: Morality & Personality: Perfect and Deviant Selves – Nicholas David Bowman: Relationships & Reputation: Part of the Main(frame) – John Carter McKnight: Headcanon & Lore: Owning the Narrative – Nicolle Lamerichs: Cosplay & Conventions: Exporting the Digital – Andy Boyan/Jaime Banks: Rules & Mechanics: Parameters for Interactivity – John A. Velez: Achievements & Levels: Building Affirmational Resources – Christopher A. Paul: Spells & Statistics: Inside the Black Box – Oskar Milik: Class & Role: Frameworks for (Inter)Action – Isaac Knowles: Resources & Inventories: Useful Fictions – Peter Kudenov: Code & Logic: Procedural Desire – Mark R. Johnson: Glitches & Lag: Unanticipated Variables: Roger Altizer, Jr.: Pixels & Polygons: The Stuff of Light-Beings – Dominic Kao/D. Fox Harrell: Embellishment & Effects: Seduction by Style – Ryan Bown/Gabe Olson: Perspective & Physics: Frames for Play – Edward Downs: Mobility & Context: Of Being and Being There – Casey O’Donnell: Engines & Platforms: Functional Entanglements – Nathan Stevens/Anthony Limperos: Interfaces & Mods: Customizing the Gateway – Daniel Roth, Jean-Luc Lugrin/Sebastian von Mammen/Marc Erich Latoschik: Controllers & Inputs: Masters of Puppets – Tyler T. Ochoa/Jaime Banks: Licensing & Law: Who Owns an Avatar? – Contributors – Ludography – Index.

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