close
Navigation
Categories
Signed Books - Save 50%
  
Secure Payments
 
 
Payment Method
 
 

PLAY OF BODIES: HOW WE PERCEIVE VIDEOGAMES

Author: Keogh, Brendan
Binding: Hardback
Pages: 248
Pub Date: 06/04/2018
Publisher: M.I.T. PRESS
ISBN: 9780262037631
Availability: Available for delivery in 48 hours
Price-Match is available in-store for recommended titles in CCCU module handbooks
Quick overview An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other.
£30.00
£27.00
Product description

An 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.

Additional information