Anxiety of the Avatar: Relation of Character Design to Reception in Transmediatic Games

Anxiety of the Avatar: Relation of Character Design to Reception in Transmediatic Games

Tülin Sepetci, Tülin Candemir, Tülay Candemir
DOI: 10.4018/978-1-5225-5357-1.ch007
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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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Virtual Reality

Nowadays, as technological developments progress extremely rapidly, including microprocessors, individuals confront computer graphics in many areas of everyday life. Along with the improvements in CPU speed and graphics engines, many industries have started to use these kind of computer technologies. As a result of all these developments, the concept of “virtual reality” is seen as the formation of “reality” in the virtual space and becomes a part of the lives of the individuals - and especially the young generation. Virtual reality is a concept that is used for environments that are computer-based, three-dimensional and allow users to enter and interact with alternative realities, while virtual concept is defined as a concept that creates an effect to seem real but that is not real (Temel Eğinli and Yeygel, 2008, p. 223). Users enter different levels of simulation of reality through artificial computer worlds. Virtual reality offers the opportunity to see the real world from different dimensions and it offers the opportunity to experience experiences that are impossible or even absent in real life. This technology which is without boundaries and promises infinite flexibility, can be created or modified by the individual himself (Mazuryk et al., 1996).

Key Terms in this Chapter

Character Modeling: Modeling tasks are usually separated into character based objects.

Transmediatic Storytelling: Storytelling through various media channels to create a whole entertainment experience.

Virtual Reality: Virtual reality is a computer-based medium in which users discover and interact.

Identification With Avatar: The processes allowing players to represent themselves and shaping their own identities through avatars.

Identification Process: A dynamic process which is gained by the individuals and change during the socializing.

The Witcher 3: Wild Hunt: A third person shooter role playing game developed by CD Projekt RED, distributed by Warner Bros.

Simulation Theory: The theory which assumes that the fictional reality becomes more realistic than the “real world reality”.

Digital Games: Digital games are kind of games which are structured around an artificial intelligence, animation, graphics, and game engine software.

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