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Peter Bayliss Corporeal Space: The experience of videogame spatiality and the body

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Peter Bayliss. Corporeal Space: The experience of videogame spatiality and the body. Corporeal Space. Background. Based on final and summarising chapter of my doctoral research. - PowerPoint PPT Presentation

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Page 1: Peter Bayliss

Peter Bayliss

Corporeal Space:The experience of videogame spatiality and the body

Page 2: Peter Bayliss

Swinburne

SCIENCE | TECHNOLOGY | INNOVATION | BUSINESS | DESIGN

Corporeal Space

- Based on final and summarising chapter of my doctoral research.

- Broadly, addressing the disembodied occularism derived from an uncritical acceptance of Cartesian Dualism that informed many of the assumptions of the field of study, and videogame discourses more generally.

- Importance of space in videogames.

- So a lot to cover in 10 minutes!

2

Background

Page 3: Peter Bayliss

Swinburne

SCIENCE | TECHNOLOGY | INNOVATION | BUSINESS | DESIGN

Corporeal Space

- How can videogame players experience a sense of ‘presence’ within videogame worlds?

- Limited representation and feedback through visual, aural, and haptic channels.

- Yet, experienced as spaces that players can act and move within, explore, and in a sense inhabit.

3

The key question:

Page 4: Peter Bayliss

Swinburne

SCIENCE | TECHNOLOGY | INNOVATION | BUSINESS | DESIGN

Corporeal Space

- Paul Dourish (2001) “Where the Action Is: The Foundations of Embodied Interaction.”

- Draws heavily on Merleau-Ponty’s “Phenomenology of Perception,” & Heidegger’s phenomenology of tool/equipment use in “Being and Time.”

- Development of embodied cognition within the field of cognitive science.

4

Embodied Interaction

Page 5: Peter Bayliss

Swinburne

SCIENCE | TECHNOLOGY | INNOVATION | BUSINESS | DESIGN

Corporeal Space

- Videogame interfaces are more than just the technological devices we use to interact with computing.

- Interfaces as a relational concept, bringing into connection the player and the game.

- Merleau-Ponty: The ability of the body to incorporate instruments into the bodily schema, and thus to extend the body.

5

Interfaces and the Body

Page 6: Peter Bayliss

Swinburne

6SCIENCE | TECHNOLOGY | INNOVATION | BUSINESS | DESIGN

Corporeal Space

- Videogames draw upon our already existing experience of everyday space, both immediate physical experience as well as cultural knowledges and understandings.

- Importance of the capacity to ‘move’ through videogame space.

- The affective work of playing videogames – bridging the ‘gap’ between the representation of videogame spaces and the experience of those spaces.

The experience of videogame space

Page 7: Peter Bayliss

Text lineCorporeal Space:The experience of videogame spatiality and the body

Peter Bayliss