This article describes the experience of playing computer games. With a media archaeological outset the relation between human and machine is emphasised as the key to understand the experience. This relation is further explored by drawing on a phenomenological philosophy of technology which sketches the relation as founded on the player´s embodiment in-the-world. Through the framework of somaesthetics, three different, yet intertwined, embodied relations are outlined as facilitating somatic experiences revolving around the experiential, the representational, and the performative which displace the player´s habitual engagement with the world
Through the design mechanics of their explicit and implicit rule systems, their fictional worlds and...
Embodied Interaction continues to gain significance within the field of Human Computer Interaction (...
Digital games have become a pervasive aspect of the contemporary media landscape, yet our understand...
This article describes the experience of playing computer games. With a media archaeological outset ...
This thesis argues that the notion of player experience in relation to computer games is intrinsica...
Human-computer interactions are increasingly using more (or all) of the body as a control device. We...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
This paper aims to identify an understanding of digital games in virtual environments by using Don I...
Video gaming is often understood and narrated as an 'experience', and we would suggest that this is ...
This study deems that to play a videogame is to gain a literacy of the body. The motor aspect of hum...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
Research on the nature of the medium of the video game probes questions of the appropriateness of th...
Video gaming is often understood and narrated as an 'experience', and we would suggest that this is ...
Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-o...
Computer games continue to receive increasing attention in industry and academia as a new kind of me...
Through the design mechanics of their explicit and implicit rule systems, their fictional worlds and...
Embodied Interaction continues to gain significance within the field of Human Computer Interaction (...
Digital games have become a pervasive aspect of the contemporary media landscape, yet our understand...
This article describes the experience of playing computer games. With a media archaeological outset ...
This thesis argues that the notion of player experience in relation to computer games is intrinsica...
Human-computer interactions are increasingly using more (or all) of the body as a control device. We...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
This paper aims to identify an understanding of digital games in virtual environments by using Don I...
Video gaming is often understood and narrated as an 'experience', and we would suggest that this is ...
This study deems that to play a videogame is to gain a literacy of the body. The motor aspect of hum...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
Research on the nature of the medium of the video game probes questions of the appropriateness of th...
Video gaming is often understood and narrated as an 'experience', and we would suggest that this is ...
Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-o...
Computer games continue to receive increasing attention in industry and academia as a new kind of me...
Through the design mechanics of their explicit and implicit rule systems, their fictional worlds and...
Embodied Interaction continues to gain significance within the field of Human Computer Interaction (...
Digital games have become a pervasive aspect of the contemporary media landscape, yet our understand...