Details

Title: A play of bodies: how we perceive videogames
Creators: Keogh Brendan
Organization: IEEE Xplore (Online Service); MIT Press
Imprint: Cambridge, Massachusetts London, England: MIT Press, 2018
Collection: Электронные книги зарубежных издательств; Общая коллекция
Subjects: Video games — Psychological aspects; Video games — Design; Video games — Philosophy; Вычислительные машины электронные — Применение; компьютерные игры; психология поведения; MIT Press eBooks Library
UDC: 004.9
LBC: 77.563.4; 88.261.2
Document type: Other
File type: Other
Language: English
Rights: Доступ по паролю из сети Интернет (чтение, печать)
Record key: 8555220

Allowed Actions: View

Annotation

An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies , this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the "hacker," representing the hegemonic, masculine gamers concerned with control and configuration; and the "cyborg," less concerned with control than with embodiment and incorporation.

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