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 ...
Despite being the focus of academic studies for close to two decades and a significant part of popul...
Video games are a multi-billion global industry. Existing at the intersection of technology, art, an...
Research on the nature of the medium of the video game probes questions of the appropriateness of th...
Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-o...
Videogames require robust yet flexible methods and vocabularies of critical analysis that appreciate...
International audienceRaymond Bellour's analysis, in his 2009 book Le Corps du cinéma: Hypnoses, émo...
Becoming immersed in a world where our perception of reality is highly mediated allows for the creat...
Becoming immersed in a world where our perception of reality is highly mediated allows for the creat...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
women’s bodies Abstract In the last decades videogames have become very popular. In this article I a...
Despite being the focus of academic studies for close to two decades and a significant part of popul...
This study deems that to play a videogame is to gain a literacy of the body. The motor aspect of hum...
Review: A Play of Bodies: How We Perceive Videogames, by Brendan Keogh. MIT Press. 2018. ISBN: 97802...
This dissertation examines how the algorithmic processes and logics of 3D videogame engines shape ou...
This paper adapts Vivian Sobchack’s (2004) concept of the cinesthetic subject, which addresses the c...
Despite being the focus of academic studies for close to two decades and a significant part of popul...
Video games are a multi-billion global industry. Existing at the intersection of technology, art, an...
Research on the nature of the medium of the video game probes questions of the appropriateness of th...
Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-o...
Videogames require robust yet flexible methods and vocabularies of critical analysis that appreciate...
International audienceRaymond Bellour's analysis, in his 2009 book Le Corps du cinéma: Hypnoses, émo...
Becoming immersed in a world where our perception of reality is highly mediated allows for the creat...
Becoming immersed in a world where our perception of reality is highly mediated allows for the creat...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
women’s bodies Abstract In the last decades videogames have become very popular. In this article I a...
Despite being the focus of academic studies for close to two decades and a significant part of popul...
This study deems that to play a videogame is to gain a literacy of the body. The motor aspect of hum...
Review: A Play of Bodies: How We Perceive Videogames, by Brendan Keogh. MIT Press. 2018. ISBN: 97802...
This dissertation examines how the algorithmic processes and logics of 3D videogame engines shape ou...
This paper adapts Vivian Sobchack’s (2004) concept of the cinesthetic subject, which addresses the c...
Despite being the focus of academic studies for close to two decades and a significant part of popul...
Video games are a multi-billion global industry. Existing at the intersection of technology, art, an...
Research on the nature of the medium of the video game probes questions of the appropriateness of th...