Streaming af e- og lydbøger Stream e- og lydbøger Prøv gratis

A Play of Bodies

af

Du sparer 19% fra forlagets pris Du sparer 19% fra forlagets pris
A Play of Bodies
  • Forlagets pris kr. 339,95
  • Leveringstid 5-8 hverdage
  • Forventet levering 30-07-2018
Bog, hardback (kr. 274,95) (kr. 274,95)
  1. Beskrivelse

    An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. 23 b&w illus.; 46 Illustrations, unspecified

  2. Yderligere info
    Udgivelsesdato:
    06-04-2018
    Sprog:
    Engelsk
    ISBN13:
    9780262037631
    Sidetal:
    248
    Højde:
    17 mm
    Bredde:
    152 mm
    Længde:
    229 mm
    Forlag:
    Mit Press Ltd
    Mærkat:
    Bog, hardback
    Målgruppe:
    From 18 years
    Format:
    Hardback
    • Bibliotekernes beskrivelse

      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.

  3. Anmeldelser

    Kundernes boganmeldelser af A Play of Bodies

Fandt du ikke hvad du søgte?

Hvis denne bog ikke er noget for dig, kan du benytte kategorierne nedenfor til at finde andre titler. Klik på en kategori for at se lignende bøger.