With videogames now one of the world’s most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee’s theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player’s sense of self and makes recommendations of terminology for future identity researchers.
my avatar my self
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Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say “Ouch!” when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers’ proprioception, or body awareness, can extend to onscreen characters, thus placing them “physically” within the virtual world. Players may even identify with characters’ ideological motivations. The author explores concepts central to the design and enjoyment of videogames—affect, immersion, liveness, presence, agency, narrative, ideology and the player’s virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud’s vision of the “body without organs.”
The content of this volume reflects theoretical and practical discussions on cultural issues influenced by increased adoption of information and communication technologies. The penetration of new forms of communication, such as online social networking, i
Avery Cates is a wanted man. After surviving the worst bioengineered disaster in history, Cates finds himself incarcerated - in Chengara Penitentiary. As Chengara has a survival rate of exactly zero, the System's most famous gunner must do some serious plotting. And a betrayal or so later, he achieves his goal. At a price. All he has to do next is defeat some new personal demons, forge some unlikely alliances, and figure out why the people he's killed lately just won't stay dead. Plus pull off the biggest assassination of his career . . .
Stephen Bentfield is on the edge. Separated from his wife and suffering burnout, his life unravels when finds a faded bloodstained piece of paper that says "REMEMBER". Causing him to burst into visions of people and places he's never seen, he suddenly finds himself befriended by a mysterious stranger and pursued by killers. Caught up in a mystery involving ancient Mesopotamia, Nazi Germany and the crucifixion of Christ, Bentfield begins a global odyssey in search of a mysterious book that holds a secret that will change his life forever.
Avatars of ConsciousnessTM Awaken to Your Divine Destiny ~ Discover the Truth of Your Magnificent Beingness We Are Not Here To Evolve … But To Remember Evolving means we have to become; Awakening means we need only remember what we already are. Who Am I? What Am I, Really? What Is the Ultimate Purpose of Life? Does Consciousness Continue After Death? In this groundbreaking book, Carol Romine reveals the ultimate truth of who we are and why we are experiencing life. It is a phenomenal truth that shifts our consciousness, bridges spirituality and science, unifies classical and quantum physics, and heralds the new paradigm shift in collective human consciousness. Our classical (seen) and quantum (unseen) worlds do not contradict each other, but validate the undeniable truth of All-at-Once ConsciousnessTM … the true nature of us, divinity, and our universe. Carol Romine’s journey of awakening began at age nine when a transcendent, life-altering experience with divinity awakened her consciousness and unfolded a remarkable life of conscious interaction with divine energy. This engaging, paradigm-shattering book reveals The Extraordinary Truth About Consciousness, Creation & Us that Carol discovered while seeking answers from divine consciousness to our most profound universal questions—answers that enlighten us to our own innate beingness. It is the inspirational, true story of Carol’s journey of awakening—experienced as a human being, a mystic, and a soul. This deeply insightful book enlightens our minds, brings peace to our hearts, captivates our spirits, and imbues us with knowing that we are not alone, we do matter, and we can engage with our own higher (divine) consciousness to transform, enrich, and more joyfully live our truest lives. No matter your spiritual beliefs or cultural background, this is truly a book for all humanity, as it reveals the itinerary of this extraordinary journey of conscious awakening that all of us share. Website: www. carolromine.com Cover artwork “Aurenas.” Copyright ©2011 by Carol Romine
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"-as the Linden Lab employees call themselves-found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.
An exciting new short story from Rick Riordan where Carter Kane meets Percy Jackson!
The highly-acclaimed first novel in the Revelation Space universe When human colonists settled the Amarantin homeworld, few of them bothered to question the disappearance of its native population almost a million years before. But in the year 2551, one man, Dan Sylveste, is convinced that solving the riddle of the Amarantin is vital to human survival. As he nears the truth, he learns that someone wants him dead. Because the Amarantin were destroyed for a reason. And if that reason is made public, the universe—and reality itself—could be forever altered. This sprawling operatic novel ranges across vast gulfs of time and space to arrive at a terrifying conclusion. Alastair Reynolds, who holds a Ph.D. in Astronomy, has written a vivid and action-packed story that will linger in the minds of its readers. “[A] tour de force…ravishingly inventive.” —Publishers Weekly “Best science fiction novel of the year” —Science Fiction Chronicle