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      A Play of Bodies: How We Perceive Videogames

      8 in stock

      Firm sale: non returnable item
      SKU 9780262037631 Categories ,
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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, an...

      £33.00

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      Description

      Product ID:9780262037631
      Product Form:Hardback
      Country of Manufacture:GB
      Series:A Play of Bodies
      Title:A Play of Bodies
      Subtitle:How We Perceive Videogames
      Authors:Author: Brendan Keogh
      Page Count:248
      Subjects:Cognition and cognitive psychology, Cognition & cognitive psychology, Virtual worlds, Virtual worlds
      Description:Select Guide Rating
      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.
      Imprint Name:MIT Press
      Publisher Name:MIT Press Ltd
      Country of Publication:GB
      Publishing Date:2018-04-06

      Additional information

      Weight486 g
      Dimensions160 × 236 × 21 mm