Embodiment and Interface
Publikation: Bidrag til bog/antologi/rapport › Bidrag til bog/antologi › Forskning › fagfællebedømt
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Embodiment and Interface. / Gregersen, Andreas Lindegaard; Grodal, Torben Kragh.
The video game theory reader 2. red. / Bernard Perron; Mark Wollf. New York : Routledge, 2008. s. 65-83.Publikation: Bidrag til bog/antologi/rapport › Bidrag til bog/antologi › Forskning › fagfællebedømt
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TY - CHAP
T1 - Embodiment and Interface
AU - Gregersen, Andreas Lindegaard
AU - Grodal, Torben Kragh
PY - 2008
Y1 - 2008
N2 - The article discusses – based on neurological and phenomenological theory - how the human embodiment supports and constrains the interaction between players and video games. It analyses embodied interaction with the specific hardware/software configuration of the Nintendo Wii and Wii Tennis as well as other game system configurations.The article argues that playing video games may provide experiences of extended embodiment where players may experience ownership of both actions and virtual bodies related to the represented game world. The article shows how ownership may be related to differences in motor isomorphism when comparing the media-supported embodied actions with unmediated actions, e.g. that discrepancy between player motor actions and visual representation may hamper ownership. It also argues that the present interfaces tend to be more supportive of the player’s active agency than of the player as patient, i.e. being the object of another agent’s actions. Keywords: Video games, embodiment, interface, agency, action, control, cognition
AB - The article discusses – based on neurological and phenomenological theory - how the human embodiment supports and constrains the interaction between players and video games. It analyses embodied interaction with the specific hardware/software configuration of the Nintendo Wii and Wii Tennis as well as other game system configurations.The article argues that playing video games may provide experiences of extended embodiment where players may experience ownership of both actions and virtual bodies related to the represented game world. The article shows how ownership may be related to differences in motor isomorphism when comparing the media-supported embodied actions with unmediated actions, e.g. that discrepancy between player motor actions and visual representation may hamper ownership. It also argues that the present interfaces tend to be more supportive of the player’s active agency than of the player as patient, i.e. being the object of another agent’s actions. Keywords: Video games, embodiment, interface, agency, action, control, cognition
M3 - Book chapter
SN - 9780415962834
SP - 65
EP - 83
BT - The video game theory reader 2
A2 - Perron, Bernard
A2 - Wollf, Mark
PB - Routledge
CY - New York
ER -
ID: 9589243