A play of bodies: how we perceive videogames
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 expe...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Cambridge, Massachusetts ; London, England
The MIT Press
[2018]
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Schlagworte: | |
Online-Zugang: | FHD01 FHI01 |
Zusammenfassung: | 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 |
Beschreibung: | 1 Online-Ressource (x, 237 Seiten) |
ISBN: | 9780262345439 |
Internformat
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Datensatz im Suchindex
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any_adam_object | |
author | Keogh, Brendan |
author_GND | (DE-588)126395144 |
author_facet | Keogh, Brendan |
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author_sort | Keogh, Brendan |
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building | Verbundindex |
bvnumber | BV045397459 |
classification_rvk | AP 15963 SU 500 |
collection | ZDB-37-IEM |
ctrlnum | (OCoLC)1082340633 (DE-599)BVBBV045397459 |
discipline | Allgemeines Informatik |
format | Electronic eBook |
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institution | BVB |
isbn | 9780262345439 |
language | English |
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spelling | Keogh, Brendan Verfasser (DE-588)126395144 aut A play of bodies how we perceive videogames Brendan Keogh Cambridge, Massachusetts ; London, England The MIT Press [2018] 1 Online-Ressource (x, 237 Seiten) txt rdacontent c rdamedia cr rdacarrier 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 GAME STUDIES/General DIGITAL HUMANITIES & NEW MEDIA/General Video games / Psychological aspects Video games / Design Video games / Philosophy Video games / Design fast Video games / Psychological aspects fast Videospiel (DE-588)4063465-6 gnd rswk-swf Wahrnehmungspsychologie (DE-588)4079011-3 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Videospiel (DE-588)4063465-6 s Computerspiel (DE-588)4010457-6 s Wahrnehmungspsychologie (DE-588)4079011-3 s DE-604 Erscheint auch als Druck-Ausgabe, hardcover 978-0-262-03763-1 (DE-604)BV044894915 |
spellingShingle | Keogh, Brendan A play of bodies how we perceive videogames GAME STUDIES/General DIGITAL HUMANITIES & NEW MEDIA/General Video games / Psychological aspects Video games / Design Video games / Philosophy Video games / Design fast Video games / Psychological aspects fast Videospiel (DE-588)4063465-6 gnd Wahrnehmungspsychologie (DE-588)4079011-3 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4063465-6 (DE-588)4079011-3 (DE-588)4010457-6 |
title | A play of bodies how we perceive videogames |
title_auth | A play of bodies how we perceive videogames |
title_exact_search | A play of bodies how we perceive videogames |
title_full | A play of bodies how we perceive videogames Brendan Keogh |
title_fullStr | A play of bodies how we perceive videogames Brendan Keogh |
title_full_unstemmed | A play of bodies how we perceive videogames Brendan Keogh |
title_short | A play of bodies |
title_sort | a play of bodies how we perceive videogames |
title_sub | how we perceive videogames |
topic | GAME STUDIES/General DIGITAL HUMANITIES & NEW MEDIA/General Video games / Psychological aspects Video games / Design Video games / Philosophy Video games / Design fast Video games / Psychological aspects fast Videospiel (DE-588)4063465-6 gnd Wahrnehmungspsychologie (DE-588)4079011-3 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | GAME STUDIES/General DIGITAL HUMANITIES & NEW MEDIA/General Video games / Psychological aspects Video games / Design Video games / Philosophy Videospiel Wahrnehmungspsychologie Computerspiel |
work_keys_str_mv | AT keoghbrendan aplayofbodieshowweperceivevideogames |