Toward a (Kin)Aesthetic of Video Gaming
The Case of Dance Dance Revolution
Bibliographic Data
| ID | 2409385 |
|---|---|
| Authors | Bryan G Behrenshausen (Kutztown University, corresponding author) |
| Year | 2007 |
| Volume | 2 |
| Issue | 4 |
| Pages | 335-354 |
| Publication date | 2007-10-01 |
| 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 | 10.1177/1555412007310810 |
| OpenAlex | W2040281333 |
| Language | EN |
| Citations received | 13 |
| References cited | 14 |
Against the hegemony of ocularcentrism currently pervading video game theory, the author situates the practice of video gaming for further inquiry by performance studies to account for it as a wholly embodied phenomenon. Personal narratives of players engaging in performances of the game Dance Dance Revolution indicate the necessity of accounting for both the intersubjective and interobjective elements of video game play. The performativity of video gaming insists on a consideration of its material and discursive dimensions that not only refuses to metonymically reduce the gamer's body to a pair of eyes but also complicates popular dualistic understandings of the player-game relationship
Aesthetics · Art · Dance · Embodied cognition · Epistemology · Game art design · Game design · Game Developer · Game studies · Gesture · Hegemony · Media studies · Multimedia · Narrative · Performativity · Political science · Sociology · Video game · Visual arts · Cinema and Media Studies · Computer Science · Digital Games and Media · Gender Studies · Philosophy · Psychology · Theatre and Performance Studies
Embodied parallelism and immersion in virtual reality gaming
Wii Will Become Silhouettes
How do I hold this thing? Controlling reconstructed Q*berts
How do players understand video game hardware
Handcrafted gameworlds
Making touch analog
Wii has never been modern
Teleplastic technologies
Ludic geographies
Cultural Geography and Videogames
Emerging Spatialities of the Screen
Why Can I See My Avatar? Embodied Visual Engagement in the Third-Person Video Game
Flow Experience and Mood States While Playing Body Movement-Controlled Video Games
| Unique citing works | 13 |
|---|---|
| Citations per year | 0,76 |
| Citation span | 2009 - 2022 (14) |
| Citation velocity | historical |
| Highly cited | No |
| Citation types | Neutral: 13 |