Why Can I See My Avatar? Embodied Visual Engagement in the Third-Person Video Game

Why Can I See My Avatar? Embodied Visual Engagement in the Third-Person Video Game
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DOI:
10.1177/1555412015589175
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发表时间:
2017-03-01
期刊:
影响因子:
2.8
通讯作者:
Black, Daniel
Black, Daniel
中科院分区:
人文科学4区
文献类型:
--
作者:
Black, Daniel

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本文旨在回答视频游戏的成功所提出的两个问题,在视频游戏中,玩家看着她正在扮演的角色,而不是似乎与游戏空间中的角色处于同一坐标。首先,为什么玩这些游戏的体验并不天生不如玩第一人称视角的游戏,因为当角色的身体似乎是自己的身体而不是游戏空间中的独立实体时,作为角色在游戏空间内感知和行动的感觉会更强?其次,如果第一人称视角如此“身临其境”,并提供了有时声称的置身于表征空间内的感觉,那么为什么它在电影和电视等其他视听娱乐媒体中从未如此突出?
This essay seeks to answer two questions raised by the success of video games where the player looks at the character she is playing rather than seeming to inhabit the same coordinates as the character within the game space. First, why is the experience of playing these games not innately inferior to that of playing games with a first-person point of view, given that the sense of being a character sensing and acting inside the game space could be expected to be much stronger when the character's body seems to be one's own rather than a separate entity in the game space? And second, if the first-person point of view is so "immersive" and provides such a sense of being inside the representational space as is sometimes claimed, why has it never been so prominent in other audiovisual entertainment media such as film and television?