This paper adapts Vivian Sobchack’s (2004) concept of the cinesthetic subject, which addresses the corporeality of the cinematic experience, to the medium of videogaming. I thus develop the concept of cinesthetic play by translating the three components constitutive of Sobchack’s cinesthetic subject: cinema, kinesthesia, and synesthesia. The mediality of cinema is translated with recourse to another of Sobchack’s concepts, the film body, which has previously been translated into the game body (Crick, 2011). I then illustrate synesthetic sense-making of game-worlds and discuss how the notion of kinesthetic empathy figures in videogaming. These three components together mitigate some limitations of previous phenomenological models of gam...
This study deems that to play a videogame is to gain a literacy of the body. The motor aspect of hum...
peer reviewedIn this paper, we aim to propose a theory for understanding and analyzing the experienc...
Research on the nature of the medium of the video game probes questions of the appropriateness of th...
Videogames require robust yet flexible methods and vocabularies of critical analysis that appreciate...
Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-o...
Human-computer interactions are increasingly using more (or all) of the body as a control device. We...
Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-o...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
This thesis argues that the notion of player experience in relation to computer games is intrinsica...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
This article describes the experience of playing computer games. With a media archaeological outset ...
This article describes the experience of playing computer games. With a media archaeological outset ...
This dissertation examines how the algorithmic processes and logics of 3D videogame engines shape ou...
International audienceRaymond Bellour's analysis, in his 2009 book Le Corps du cinéma: Hypnoses, émo...
This study deems that to play a videogame is to gain a literacy of the body. The motor aspect of hum...
peer reviewedIn this paper, we aim to propose a theory for understanding and analyzing the experienc...
Research on the nature of the medium of the video game probes questions of the appropriateness of th...
Videogames require robust yet flexible methods and vocabularies of critical analysis that appreciate...
Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-o...
Human-computer interactions are increasingly using more (or all) of the body as a control device. We...
Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-o...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
This thesis argues that the notion of player experience in relation to computer games is intrinsica...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
This article describes the experience of playing computer games. With a media archaeological outset ...
This article describes the experience of playing computer games. With a media archaeological outset ...
This dissertation examines how the algorithmic processes and logics of 3D videogame engines shape ou...
International audienceRaymond Bellour's analysis, in his 2009 book Le Corps du cinéma: Hypnoses, émo...
This study deems that to play a videogame is to gain a literacy of the body. The motor aspect of hum...
peer reviewedIn this paper, we aim to propose a theory for understanding and analyzing the experienc...
Research on the nature of the medium of the video game probes questions of the appropriateness of th...