The Game Body
Toward a Phenomenology of Contemporary Video Gaming
Bibliographic Data
| ID | 2409443 |
|---|---|
| Authors | Timothy Crick (0000-0001-5196-9389, University of the West of England, corresponding author) |
| Year | 2011 |
| Volume | 6 |
| Issue | 3 |
| Pages | 259-269 |
| Publication date | 2011-05-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412010364980 |
| OpenAlex | W2015894010 |
| Language | EN |
| Citations received | 18 |
| References cited | 6 |
Synthesizing research in philosophy and phenomenology, this article offers a sympathetic critique of Vivian Sobchack's view of digital moving images. Focusing on contemporary first- and third-player video games, it examines how digital imagery inscribes bodily dimensions onto a nonindexical world and the different ways in which we inhabit cinematic and electronic space. More specifically, it draws upon the writings of Maurice Merleau-Ponty to build a phenomenological model of bodies in digital imagery and argues that video gaming is a fully embodied, sensuous, carnal activity
Aesthetics · Art · Embodied cognition · Epistemology · Multimedia · Phenomenology (philosophy · Sociology · Video game · Visual arts · Cinema and Media Studies · Computer Science · Digital Games and Media · Nostalgia and Consumer Behavior · Philosophy
The Methodological Machinery of Wargaming
Positioning in Personal Games
Making and interpreting
Social bodies in virtual worlds
Body as battlefield
Viewpoint, embodiment, and roles in STEM learning technologies
What Is Immersion? Towards a Phenomenology of Virtual Reality
“There is Nothing Fun About Pain”
Gaming and the limits of digital embodiment
Second life avatars as extensions of social and physical bodies in people with Myalgic Encephalomyelitis/Chronic Fatigue Syndrome
Grotesque Gaming
Carceral violence at the intersection of madness and crime in Batman
As if Possessed by a Demon”
Rip and Tear
Phenomenology of Online Spaces
Technology, Technicity, and Emerging Practices of Temporal Sensitivity in Videogames
Why Can I See My Avatar? Embodied Visual Engagement in the Third-Person Video Game
Desires at Play
| Unique citing works | 18 |
|---|---|
| Citations per year | 1,29 |
| Citation span | 2012 - 2025 (14) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 18 |