Computer games as a part of culture suggest a variety of practices of gamer’s body organisation, its assemblage, discipline, construction. Still they suppose zones of resistance to normalisation through experiments (from speedrunning to performances, etc.). Such hacking of the emerging corporeal schemes is analysed through the concept “haptivism”.
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Haptivism. Technics of the Body in Computer Games / Alina Latypova & Alexander Lenkevich (Laboratory for Computer Games Research)
1. Haptivism. Technics of
Body in Computer Games
Alina LATYPOVA,
Laboratory for Computer Games Research
Alexander LENKEVICH,
Laboratory for Computer Games Research
4. Computer games offer us not only
a variety of representation
techniques, but also performative
techniques. Action, movement
(Nørgaard 2010), body thinking
(Kamper 1997), etc. Which is also
related to the technologies of
immersion, involvement,
incorporation (Calleja 2011).
10. Calculations (core of computer technologies) emancipates the
imagination of players, on the other hand, inscribes them in additional
regulatory standards, which are also related to the elaboration of
corporeal experience in the development of controllers, interfaces, and
game rules (Kirkpatrick 2009).
52. References:
• Blomberg, J. (2018). The Semiotics of the Game Controller. Game Studies. The international journal of computer game research. Vol. 18
(2).
• Bolter, J.D., Grusin, R. (1999). Remediation: Understanding new media. Cambridge, MA, USA: MIT Press.
• Boluk, S., Jayemanne, D., Keogh, B., Lemieux, P. (2018). An Embodied Turn: Game Studies Across Worlds and Bodies. In: Digra 2018. The
Game is the Message.
• Calleja, G. (2011). In-Game: From Immersion to Incorporation. Cambridge, MA, USA: MIT Press.
• Foottit, J., Brown, D., Marks, S., Connor, A. M. (2016). A wearable haptic game controller. International Journal of Game Theory &
Technology, 2(1), 1-19. DOI: 10.5121/ijgtt.2016.2101
• Kamper, D. (1997). GeistesGegenwart und KörperDenken. Paragrana, Heft 6/1997: Selbstfremdheit. P. 247–267.
• Keogh, B. (2018) A Play of Bodies: How We Perceive Videogames. Cambridge, MA, USA: MIT Press.
• Kirkpatrick, G. (2009). Controller, Hand, Screen: Aesthetic Form in the Computer Game. Games and Culture, 4(2), 127–143.
https://doi.org/10.1177/1555412008325484
• McLuhan, M. (2001). Understanding Media: The Extensions of Man. London: Routledge.
• McQuire, S. (2008). The Media City: Media, Architecture and Urban Space. London: SAGE Publications Ltd. DOI:
10.4135/9781446269572
• Nørgaard, R. T. (2010). The Body under the Mask: Unveiling the corporeal practice of gamers. Under the Mask 2010: Perspectives on
the Gamer.
• Parisi, D., Paterson, M., & Archer, J. E. (2017). Haptic media studies. New Media & Society, 19(10), 1513–1522.
https://doi.org/10.1177/1461444817717518
• Sicart, M. (2017). Queering the Controller. Analogue Game Studies. http://analoggamestudies.org/2017/07/queering-the-controller/
• StudioMDHR. (2017) Cuphead. PC. Canada: StudioMDHR.
53. Thank you for your attention!
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