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Haptivism. Technics of
Body in Computer Games
Alina LATYPOVA,
Laboratory for Computer Games Research
Alexander LENKEVICH,
Laboratory for Computer Games Research
PainStation
Museum of Computer
Games (Berlin)
Liberty Bell
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).
Production of Presence (H.U.Gumbrecht)
Procedural corporeality
The procedural corporeality is working not on the level of
representation or ideas, it works on the ontological level.
Gamer’s body control
Cybersport
Speedrunning
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).
Games are torture of the body
Gamer’s Body Setting
• Consoles
• PC
• Mobile
• VR, AR
Xbox 360 Xbox One Xbox Series X
Dualsense
Export of game experience: gamepads on
submarines
D-pad
PC
Mobile
VR / AR
More VR…
And more…
Pneumatically-Actuated Jacket
ShapeShift
Kissenger
The controllers not only play
the role of mediators of the
gaming experience, but also
form it (Blomberg 2018).
Body as a Tool
Tool-wielding Body
Dys-appearance of
Body
Haptivism
(haptos + active)
Hacking of the
corporeal experience in
computer games.
Porting
Hacking (consoles)
DiGRA 2018
Gigantomachie
O-Zone
O-zone
Explain instructions to
your partner to restore
the oxygen rate
HOMIES
(My Homunculi)
Super Mario in the park
Banana
controller
Там-там
контроллер
Brothers: A Tale of Two Sons (2013)
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.
Thank you for your attention!
Center for Media Philosophy Channel
http://www.youtube.com/user/YouMediaphilosophy
LIKI page
http://mediaphilosophy.ru/liki
Social nets
http://vk.com/liki_lab
https://www.facebook.com/lab.liki
latypova.al@gmail.com

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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).
  • 5. Production of Presence (H.U.Gumbrecht)
  • 6. Procedural corporeality The procedural corporeality is working not on the level of representation or ideas, it works on the ontological level.
  • 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).
  • 11. Games are torture of the body
  • 12.
  • 13. Gamer’s Body Setting • Consoles • PC • Mobile • VR, AR
  • 14. Xbox 360 Xbox One Xbox Series X
  • 16. Export of game experience: gamepads on submarines
  • 17.
  • 18.
  • 19. D-pad
  • 20. PC
  • 21.
  • 22.
  • 24.
  • 28.
  • 32. The controllers not only play the role of mediators of the gaming experience, but also form it (Blomberg 2018).
  • 33. Body as a Tool
  • 36. Haptivism (haptos + active) Hacking of the corporeal experience in computer games.
  • 37.
  • 38.
  • 40.
  • 41.
  • 43.
  • 46. O-zone Explain instructions to your partner to restore the oxygen rate
  • 48. Super Mario in the park
  • 51. Brothers: A Tale of Two Sons (2013)
  • 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! Center for Media Philosophy Channel http://www.youtube.com/user/YouMediaphilosophy LIKI page http://mediaphilosophy.ru/liki Social nets http://vk.com/liki_lab https://www.facebook.com/lab.liki latypova.al@gmail.com