A Play of Bodies: How We Perceive Videogames | Agenda Bookshop Skip to content
Please note that books with a 10-20 working days delivery time may not arrive before Christmas.
Please note that books with a 10-20 working days delivery time may not arrive before Christmas.
A01=Brendan Keogh
Age Group_Uncategorized
Age Group_Uncategorized
Author_Brendan Keogh
automatic-update
Category1=Non-Fiction
Category=JMR
Category=UDBV
COP=United States
Delivery_Pre-order
Language_English
Mass.
PA=Temporarily unavailable
Price_€20 to €50
PS=Active
SN=The MIT Press
softlaunch

A Play of Bodies: How We Perceive Videogames

English

By (author): Brendan Keogh

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. See more
Current price €35.25
Original price €42.99
Save 18%
A01=Brendan KeoghAge Group_UncategorizedAuthor_Brendan Keoghautomatic-updateCategory1=Non-FictionCategory=JMRCategory=UDBVCOP=United StatesDelivery_Pre-orderLanguage_EnglishMass.PA=Temporarily unavailablePrice_€20 to €50PS=ActiveSN=The MIT Presssoftlaunch

Will deliver when available.

Product Details
  • Dimensions: 152 x 229mm
  • Publication Date: 06 Apr 2018
  • Publisher: MIT Press Ltd
  • Publication City/Country: United States
  • Language: English
  • ISBN13: 9780262037631

Customer Reviews

Be the first to write a review
0%
(0)
0%
(0)
0%
(0)
0%
(0)
0%
(0)
We use cookies to ensure that we give you the best experience on our website. If you continue we'll assume that you are understand this. Learn more
Accept