A Play of Bodies

How We Perceive Videogames

Nonfiction, Health & Well Being, Psychology, Cognitive Psychology, Entertainment, Games, Computers
Cover of the book A Play of Bodies by Brendan Keogh, The MIT Press
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Brendan Keogh ISBN: 9780262345446
Publisher: The MIT Press Publication: March 30, 2018
Imprint: The MIT Press Language: English
Author: Brendan Keogh
ISBN: 9780262345446
Publisher: The MIT Press
Publication: March 30, 2018
Imprint: The MIT Press
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

More books from The MIT Press

Cover of the book Foundations of Statistical Natural Language Processing by Brendan Keogh
Cover of the book Atari to Zelda by Brendan Keogh
Cover of the book Cooperation and Its Evolution by Brendan Keogh
Cover of the book An Introductory Course in Computational Neuroscience by Brendan Keogh
Cover of the book Einstein's Wife by Brendan Keogh
Cover of the book The Embodied Mind by Brendan Keogh
Cover of the book Understanding Beliefs by Brendan Keogh
Cover of the book Incontinence of the Void by Brendan Keogh
Cover of the book Shadow Libraries by Brendan Keogh
Cover of the book The Environmental Humanities by Brendan Keogh
Cover of the book The Psychophysical Ear by Brendan Keogh
Cover of the book Once Upon an Algorithm by Brendan Keogh
Cover of the book Heredity Explored by Brendan Keogh
Cover of the book The War on Learning by Brendan Keogh
Cover of the book Žižek's Jokes by Brendan Keogh
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy