000 | 03521nam a2200481 i 4500 | ||
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001 | 8555220 | ||
003 | IEEE | ||
005 | 20220712204925.0 | ||
006 | m o d | ||
007 | cr |n||||||||| | ||
008 | 181218s2018 mau ob 001 eng d | ||
020 |
_a9780262345439 _qelectronic bk. |
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020 |
_z9780262037631 _qprint |
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035 | _a(CaBNVSL)mat08555220 | ||
035 | _a(IDAMS)0b000064888bbd1d | ||
040 |
_aCaBNVSL _beng _erda _cCaBNVSL _dCaBNVSL |
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050 | 4 |
_aGV1469.34.P79 _bK46 2018eb |
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082 | 0 | 4 |
_a794.8 _223 |
100 | 1 |
_aKeogh, Brendan, _eauthor. _925438 |
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245 | 1 | 2 |
_aA play of bodies : _bhow we perceive videogames / _cBrendan Keogh. |
264 | 1 |
_aCambridge : _bThe MIT Press, _c2018 |
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264 | 2 |
_a[Piscataqay, New Jersey] : _bIEEE Xplore, _c[2018] |
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300 | _a1 PDF (248 pages). | ||
336 |
_atext _2rdacontent |
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337 |
_aelectronic _2isbdmedia |
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338 |
_aonline resource _2rdacarrier |
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504 | _aIncludes bibliographical references and index. | ||
506 | _aRestricted to subscribers or individual electronic text purchasers. | ||
520 | _aAn 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. | ||
530 | _aAlso available in print. | ||
538 | _aMode of access: World Wide Web | ||
588 | 0 | _aPrint version record. | |
650 | 0 |
_aVideo games _xPsychological aspects. _925439 |
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650 | 0 |
_aVideo games _xDesign. _94792 |
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650 | 0 |
_aVideo games _xPhilosophy. _921463 |
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650 | 7 |
_aVideo games _xDesign. _2fast _94792 |
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650 | 7 |
_aVideo games _xPsychological aspects. _2fast _925439 |
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655 | 4 |
_aElectronic books. _93294 |
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710 | 2 |
_aIEEE Xplore (Online Service), _edistributor. _925440 |
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710 | 2 |
_aMIT Press, _epublisher. _925441 |
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856 | 4 | 2 |
_3Abstract with links to resource _uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=8555220 |
942 | _cEBK | ||
999 |
_c73560 _d73560 |