000 03521nam a2200481 i 4500
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.
020 _z9780262037631
_qprint
035 _a(CaBNVSL)mat08555220
035 _a(IDAMS)0b000064888bbd1d
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aGV1469.34.P79
_bK46 2018eb
082 0 4 _a794.8
_223
100 1 _aKeogh, Brendan,
_eauthor.
_925438
245 1 2 _aA play of bodies :
_bhow we perceive videogames /
_cBrendan Keogh.
264 1 _aCambridge :
_bThe MIT Press,
_c2018
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2018]
300 _a1 PDF (248 pages).
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
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
650 0 _aVideo games
_xDesign.
_94792
650 0 _aVideo games
_xPhilosophy.
_921463
650 7 _aVideo games
_xDesign.
_2fast
_94792
650 7 _aVideo games
_xPsychological aspects.
_2fast
_925439
655 4 _aElectronic books.
_93294
710 2 _aIEEE Xplore (Online Service),
_edistributor.
_925440
710 2 _aMIT Press,
_epublisher.
_925441
856 4 2 _3Abstract with links to resource
_uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=8555220
942 _cEBK
999 _c73560
_d73560