Capítulo de livro

Anxiety of the Avatar

2018; IGI Global; Linguagem: Inglês

10.4018/978-1-5225-5357-1.ch007

ISSN

2475-6830

Autores

Tülin Sepetci, Tülin Candemir, Tülay Candemir,

Tópico(s)

Educational Games and Gamification

Resumo

Computer games create realistic and interactive spaces for people with the developing technology in virtual extent and they also build quotations surrounding every aspect of human perception. Computer games are not only a leisure time activity but also a transmedia case related to perception and the identification process. Another important factor of the computer games are graphics of the games. The main purpose of this chapter is to consider the relation of the technical level of the game in a graphical three-dimensional model to identification process in the context of “identification with the avatar.” The Witcher 3: Wild Hunt which was driven to the market and received positive criticism with its successful graphics will be analysed in the context of its transmedia features and graphic design. Then, a semi-structured interview will be conducted with 15 gamers who played The Witcher 3: Wild Hunt, to analyse the relation of “identification with the avatar process” of the participants to the graphical modeling of the game.

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