peter bayliss
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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 PresentationTRANSCRIPT
Peter Bayliss
Corporeal Space:The experience of videogame spatiality and the body
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!
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Background
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.
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The key question:
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.
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Embodied Interaction
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.
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Interfaces and the Body
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
Text lineCorporeal Space:The experience of videogame spatiality and the body
Peter Bayliss