Zitat
D. Heßler, “Whose pain is it, anyway?,” Comedy Studies, vol. 11, no. 1, pp. 85–103, 2020.
Abstract
This article investigates the relationship of the player and her avatar in humorous single-player video games. Referring to slapstick performance characteristics and their perception as described by Louise Peacock (2014), it discusses the concepts of empathic and goal-oriented engagement by Petri Lankoski (2010), and proxy embodiment by Rune Klevjer (2012) along Manual Samuel (Perfectly Paranormal 2016), and Octodad: Dadliest Catch (Young Horses 2014). Considering mastery in ludic performance, and punishment for lack thereof, it focuses the tension between pain represented in avatar corporeality, and pain experienced by the player due to failing. Thus, this article provides a perspective that constructs the avatar-player relationship in single-player video games as a central double act typical to slapstick performances.
Schlagwörter
Agency
Avatar
Comedy
Game Studies
Immersion
Performance
Slapstick