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 Control by Brendan Keogh
Cover of the book Living Through the End of Nature by Brendan Keogh
Cover of the book The Geometry of Meaning by Brendan Keogh
Cover of the book Philosophy, Technology, and the Environment by Brendan Keogh
Cover of the book The Systemic Image by Brendan Keogh
Cover of the book Economics After the Crisis by Brendan Keogh
Cover of the book Transit-Oriented Displacement or Community Dividends? by Brendan Keogh
Cover of the book Keynes by Brendan Keogh
Cover of the book CO2 Rising by Brendan Keogh
Cover of the book Cosmopolitan Commons by Brendan Keogh
Cover of the book Big Hunger by Brendan Keogh
Cover of the book Ethics in Everyday Places by Brendan Keogh
Cover of the book Digital Signatures by Brendan Keogh
Cover of the book Creating Language by Brendan Keogh
Cover of the book Resonant Games 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