OFFRE LISEUSES

Une liseuse achetée = une housse offerte* jusqu'au 21 juin

A Play of Bodies. How we Perceive Videogames

Par : Brendan Keogh
Définitivement indisponible
Cet article ne peut plus être commandé sur notre site (ouvrage épuisé ou plus commercialisé). Il se peut néanmoins que l'éditeur imprime une nouvelle édition de cet ouvrage à l'avenir. Nous vous invitons donc à revenir périodiquement sur notre site.
  • Paiement en ligne :
    • Livraison à domicile ou en point Mondial Relay indisponible
    • Retrait Click and Collect en magasin gratuit
  • Réservation en ligne avec paiement en magasin :
    • Indisponible pour réserver et payer en magasin
  • Nombre de pages237
  • FormatGrand Format
  • PrésentationRelié
  • Poids0.485 kg
  • Dimensions16,0 cm × 23,7 cm × 2,0 cm
  • ISBN978-0-262-03763-1
  • EAN9780262037631
  • Date de parution01/10/2019
  • ÉditeurMIT Press (The)

Résumé

Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and musclesagainst-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporeal 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 smart-phone videogames, he proposes a notion of coattentiveness 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.