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...

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Bibliografiske detaljer
Hovedforfatter: Keogh, Brendan
Format: Livre numérique
Sprog:Anglais
Udgivet: Cambridge : MIT Press 2018.
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Kommentar: Notice rédigée d'après la consultation du 2021-02-09
Titre provenant de la page de titre du document numérisé
La pagination de l'édition imprimée correspondante est de 223 pages
L'accès complet à cette ressource est réservé aux usagers des établissements qui en ont fait l'acquisition
Book Collection (MIT PRESS)
Autres localisations: Voir dans le Sudoc
Edition sous un autre format:• A play of bodies, how we perceive videogames, Brendan Keogh, 2018, Cambridge, MA, MIT Press, 1 vol. (x-237 p.), 978-0-262-03763-1
Beskrivelse
Summary: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
Emne beskrivelse:Notice rédigée d'après la consultation du 2021-02-09
Titre provenant de la page de titre du document numérisé
La pagination de l'édition imprimée correspondante est de 223 pages
L'accès complet à cette ressource est réservé aux usagers des établissements qui en ont fait l'acquisition
Book Collection (MIT PRESS)
Format:Nécessite un logiciel capable de lire un fichier au format PDF et un navigateur internet
Bibliografi:Bibliogr. p.[207]-223. Index
ISBN:9780262345439 (en ligne)