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The Game Body

Toward a Phenomenology of Contemporary Video Gaming

Bibliographic Data

ID2409443
AuthorsTimothy Crick (0000-0001-5196-9389, University of the West of England, corresponding author)
Year2011
Volume6
Issue3
Pages259-269
Publication date2011-05-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412010364980
OpenAlexW2015894010
LanguageEN
Citations received18
References cited6

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

    Open Access•David E Banks•International Studies Review•2023

  • Positioning in Personal Games

    Open Access•Thryn Henderson•Persona Studies•2021

  • Making and interpreting

    Open Access•Zhiqing Zhang, Wanyi Song et al.•Humanities and Social Sciences…•2024

  • Social bodies in virtual worlds

    Open Access•David Ekdahl, Susanne Ravn•Phenomenology and the Cognitive…•2022

  • Body as battlefield

    Open Access•Yen-Tung Lee, Giovanni Rolla et al.•Phenomenology and the Cognitive…•2025

  • Viewpoint, embodiment, and roles in STEM learning technologies

    Open Access•Robb Lindgren, David Deliema•Educational Technology Research…•2022

  • What Is Immersion? Towards a Phenomenology of Virtual Reality

    Saulius Geniuša•Journal of Phenomenological…•2022

  • “There is Nothing Fun About Pain”

    Open Access•Michelle Charette•Philosophy & Technology•2024

  • Gaming and the limits of digital embodiment

    Open Access•Robert Farrow, Ioanna Iacovides•Philosophy & Technology•2014

  • Second life avatars as extensions of social and physical bodies in people with Myalgic Encephalomyelitis/Chronic Fatigue Syndrome

    Kirsty Best, Stephanie Butler•Continuum•2013

  • Grotesque Gaming

    Robert M Geraci, Nat Recine et al.•Preternature Critical and…•2016

  • Carceral violence at the intersection of madness and crime in Batman

    Open Access•Christina Fawcett, Steven Kohm•Crime Media Culture An…•2019

  • As if Possessed by a Demon”

    Open Access•Steven Kielich, Chris Hall•Games and Culture•2024

  • Rip and Tear

    Open Access•Tibor Guzsvinecz, Judit Szűcs•Games and Culture•2025

  • Phenomenology of Online Spaces

    Open Access•Viktor Berger•Human Studies•2020

  • Technology, Technicity, and Emerging Practices of Temporal Sensitivity in Videogames

    Open Access•James Ash•Environment and Planning A…•2012

  • Why Can I See My Avatar? Embodied Visual Engagement in the Third-Person Video Game

    Open Access•Daniel Black•Games and Culture•2017

  • Desires at Play

    Open Access•Jenny Sundén•Games and Culture•2012

  • The Address of the Eye

    Open Access•Vivian Sobchack•Address of the Eye•1992

  • Digital Encounters

    Aylish Wood•Digital Encounters•2007

  • The Language of New Media

    Лев Манович, Lev Manovich•Canadian Journal of Communication•2002

  • Toward inhabited space

    Open Access•Vivian Sobchack•Semiotica•1982

Unique citing works18
Citations per year1,29
Citation span2012 - 2025 (14)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 18
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