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Avatar, Assembled is a curated volume that unpacks videogame and
virtual world avatars-not 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 "components"-60 in
total-altogether 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.
Though in existence for only a few decades, video games are now
firmly established in mainstream culture all around the planet.
Every year new games are produced, and every year new favorites
emerge. But certain characters have become so iconic that they
withstand both time and the shifting interests of players. Such
creations permeate other elements of popular culture-from graphic
novels to film-and are known not only to dedicated gamers but to
the general public as well. In 100 Greatest Video Game Characters,
readers can learn about some of the most popular and influential
figures that have leapt from computer monitors and television
screens and into the public consciousness. The entries in this
volume provide general facts about the characters as well as
explore their cultural significance. The entries include the
following information: *Game developer *Year character was
established *Video game franchise In addition, the book examines
the commonalities of various video game characters to help readers
better understand their popularity and how they operate within the
video games and the industry itself. Whether casually looking up
information on video game characters or researching what these
icons says about society, readers will enjoy this entertaining and
informative volume. Comprehensive and engaging, 100 Greatest Video
Game Characters will appeal to fans and scholars alike.
Video games take players on a trip through ancient battlefields, to
mythic worlds, and across galaxies. They provide players with a way
to try on new identities and acquire vast superpowers. Video games
also give people the chance to hit reset - to play again and again
until they achieve a desired outcome. Their popularity has enabled
them to grow far beyond their humble origins and to permeate other
forms of popular culture, from comic books and graphic novels to
films and television programs. Video games are universal. In 100
Greatest Video Game Franchises, editors Robert Mejia, Jaime Banks,
and Aubrie Adams have assembled essays that identify, assess, and
reveal the most important video games of all-time. Each entry makes
a case for the game's cultural significance and why it deserves to
be on the list, from its influence on other games to its impact on
an international scale. In addition to providing information about
the game developer and when the franchise was established, these
entries explore the connections between the different video games,
examining them across genre, theme, and content. This accessible
collection of essays gives readers an opportunity to gauge their
favorite video game franchises against the best of all time and
argue how they each fit among the 100 greatest ever created.
Whether casually looking up information on these games or eager to
learn how franchises evolved over the years, readers will enjoy
this entertaining and informative volume. Comprehensive and
engaging, 100 Greatest Video Game Franchises will appeal to fans
and scholars alike.
Avatar, Assembled is a curated volume that unpacks videogame and
virtual world avatars-not 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 "components"-60 in
total-altogether 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.
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