A play of bodies : (Record no. 73560)

000 -LEADER
fixed length control field 03521nam a2200481 i 4500
001 - CONTROL NUMBER
control field 8555220
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20220712204925.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 181218s2018 mau ob 001 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9780262345439
-- electronic bk.
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- print
082 04 - CLASSIFICATION NUMBER
Call Number 794.8
100 1# - AUTHOR NAME
Author Keogh, Brendan,
245 12 - TITLE STATEMENT
Title A play of bodies :
Sub Title how we perceive videogames /
300 ## - PHYSICAL DESCRIPTION
Number of Pages 1 PDF (248 pages).
520 ## - SUMMARY, ETC.
Summary, etc 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.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision Psychological aspects.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision Design.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision Philosophy.
650 #7 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision Design.
650 #7 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision Psychological aspects.
856 42 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier https://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=8555220
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- Cambridge :
-- The MIT Press,
-- 2018
264 #2 -
-- [Piscataqay, New Jersey] :
-- IEEE Xplore,
-- [2018]
336 ## -
-- text
-- rdacontent
337 ## -
-- electronic
-- isbdmedia
338 ## -
-- online resource
-- rdacarrier
588 0# -
-- Print version record.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Video games
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Video games
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Video games
650 #7 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Video games
650 #7 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Video games

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