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Teleplastic technologies

Charting practices of orientation and navigation in videogaming

Bibliographic Data

ID8962848
AuthorsJames Ash (0000-0002-7693-8201, The Open University, corresponding author)
Year2010
Volume35
Issue3
Pages414-430
Publication date2010-04-07
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueTransactions of the Institute of British Geographers (JOURNAL)
Journal identifiersISSN: 0020-2754 • E-ISSN: 1475-5661
PublisherWiley (PUBLISHER • GB)
DOI10.1111/j.1475-5661.2010.00389.x
OpenAlexW2118343852
LanguageEN
Citations received24
References cited50

In this paper I develop the concept of ‘teleplastic technologies’– technologies that pre-shape the potentials and possibilities for human action, movement and sense – through the example of videogaming. I develop a case study of videogame users through which I unpack the characteristics of teleplastic technologies and the ways in which they operate to reorganise the capacities and capabilities of users’ bodies through spatial means. In the first section I argue that teleplastic technologies should be understood from a spatial/ethological perspective and show how ethologically limited videogame environments encourage users to act and move without conscious thought in response to various inhibitors and disinhibitors designed into that environment. In the second section I show how the somatic techniques users develop in response to these worlds reorganise the cardinal orientation of users’ bodies and, thus, how the ‘geography’ of teleplastic technologies shape the potential and possibilities for spatial sense

Action (physics · Emerging technologies · Human–computer interaction · Orientation (vector space · Perspective (graphical · Section (typography · Artificial Intelligence · Computer Science · Digital Games and Media · Digital Media and Philosophy · Innovative Human-Technology Interaction · Mathematics

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Unique citing works24
Citations per year1,5
Citation span2010 - 2025 (16)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 24

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