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AVATARS & PLAYER CHARACTERS
An Introduction
GAMES &
IMAGINARY
BEINGS
Avatars, characters, and NPCs
CHARACTERS VS. AVATARS
➤ “character is a function of an unfolding
narrative, whereas an avatar is a virtual
representation of the individual
interacting with the game” (Harrison
Gish 40).
➤ Avatar definition:
➤ Avatars are “discernible, modifiable
figures that players control” (36);
avatars denote any figure the player
controls
➤ “Avatars are surrogates for players
in a virtual world, which reflect the
players back to themselves, creating
a feedback loop that declares
players’ presence within and
influence on the game” (Gish 37)
AFFORDANCES OF AVATARS
➤ “dynamic incorporation of the
player within the game world”
(Gish 36)
➤ Diverse forms of agency
➤ Figurative and figural nexus
between various components
and issues in games
➤ Rule-bound system; avatars
place constraints on play
➤ Players play with and
through different avatars
HISTORY/MEANING OF “AVATAR”
➤ Derives from Sanskrit; earthly projection of a deity in
Hinduism
➤ Term entered pop culture through Neal Stephenson’s
cyberpunk epic Snow Crash (1992)
TRON (1982) - ENTER THE GAME GRID
Video Clip
Enter the Game Grid
MAZE WAR (1973-1974)
https://www.youtube.com/watch?v=PoEpgfTtUYg&list=WL&index=1
EVOLUTION OF THE AVATAR
TWO
APPROACHES
TO AVATARS
Feelings and Emotions (Isbister)
Agencies and Effects (Gish)
AVATARS: EMOTION & FEELINGS (KATHERINE ISBISTER)
➤ How do avatars connect to/with players?
➤ What do they offer players emotionally and psychologically?
➤ Avatars tether the player at various levels
➤ Physical/kinesthetic - provide prosthetic between game
world and player
➤ Emotional - create different emotional connections
➤ Cognitive - provide vehicle for solving problems
➤ Social - serve as proxy for different relationships
➤ Fantasy - a form of wish fulfillment
AVATARS: AGENCIES AND EFFECTS (HARRISON GISH)
➤ How do avatars create forms of interaction and agency?
➤ In what areas can avatars be modified and understood?
➤ Aesthetics – alter how they appear on screen
➤ Aesthetic effects: character customization and
modification
➤ Functionality – alter how the player interacts with game world
➤ Functional effects: change how players interact with
abilities; variable skills, possibilities to level up, etc.
➤ Narrative – alter how narrative unfolds
➤ Narrative effects: can be used to change perspective or
order of the narrative
WHAT CAN WE LEARN FROM GTA 5 AVATARS?
NPC (NON-PLAYER CHARACTERS)
➤ What kinds of NPCs are there in games today?
➤ What is the evolution of NPCs?
➤ What are the functionalities of NPCs?
➤ What makes for a successful NPC?
SOURCES
➤ Harrison Gish, “Grand Theft Auto V: Avatars,” How to Play Video
Games, ed. Matthew Thomas Payne and Nine B. Huntemann
➤ Katherine Isbister, “Character,” Debugging Game History: A
Critical Lexicon, ed. Henry Lowood and Raiford Guins

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Avatars and Player Characters

  • 1. AVATARS & PLAYER CHARACTERS An Introduction
  • 3. CHARACTERS VS. AVATARS ➤ “character is a function of an unfolding narrative, whereas an avatar is a virtual representation of the individual interacting with the game” (Harrison Gish 40). ➤ Avatar definition: ➤ Avatars are “discernible, modifiable figures that players control” (36); avatars denote any figure the player controls ➤ “Avatars are surrogates for players in a virtual world, which reflect the players back to themselves, creating a feedback loop that declares players’ presence within and influence on the game” (Gish 37)
  • 4. AFFORDANCES OF AVATARS ➤ “dynamic incorporation of the player within the game world” (Gish 36) ➤ Diverse forms of agency ➤ Figurative and figural nexus between various components and issues in games ➤ Rule-bound system; avatars place constraints on play ➤ Players play with and through different avatars
  • 5. HISTORY/MEANING OF “AVATAR” ➤ Derives from Sanskrit; earthly projection of a deity in Hinduism ➤ Term entered pop culture through Neal Stephenson’s cyberpunk epic Snow Crash (1992)
  • 6. TRON (1982) - ENTER THE GAME GRID Video Clip Enter the Game Grid
  • 9. TWO APPROACHES TO AVATARS Feelings and Emotions (Isbister) Agencies and Effects (Gish)
  • 10. AVATARS: EMOTION & FEELINGS (KATHERINE ISBISTER) ➤ How do avatars connect to/with players? ➤ What do they offer players emotionally and psychologically? ➤ Avatars tether the player at various levels ➤ Physical/kinesthetic - provide prosthetic between game world and player ➤ Emotional - create different emotional connections ➤ Cognitive - provide vehicle for solving problems ➤ Social - serve as proxy for different relationships ➤ Fantasy - a form of wish fulfillment
  • 11. AVATARS: AGENCIES AND EFFECTS (HARRISON GISH) ➤ How do avatars create forms of interaction and agency? ➤ In what areas can avatars be modified and understood? ➤ Aesthetics – alter how they appear on screen ➤ Aesthetic effects: character customization and modification ➤ Functionality – alter how the player interacts with game world ➤ Functional effects: change how players interact with abilities; variable skills, possibilities to level up, etc. ➤ Narrative – alter how narrative unfolds ➤ Narrative effects: can be used to change perspective or order of the narrative
  • 12. WHAT CAN WE LEARN FROM GTA 5 AVATARS?
  • 13. NPC (NON-PLAYER CHARACTERS) ➤ What kinds of NPCs are there in games today? ➤ What is the evolution of NPCs? ➤ What are the functionalities of NPCs? ➤ What makes for a successful NPC?
  • 14. SOURCES ➤ Harrison Gish, “Grand Theft Auto V: Avatars,” How to Play Video Games, ed. Matthew Thomas Payne and Nine B. Huntemann ➤ Katherine Isbister, “Character,” Debugging Game History: A Critical Lexicon, ed. Henry Lowood and Raiford Guins