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A Play of Bodies - How We Perceive Videogames (Hardcover)
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A Play of Bodies - How We Perceive Videogames (Hardcover)
Series: A Play of Bodies
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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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