Being virtual: embodiment and experience in interactive computer game play
dc.contributor.advisor
Chmielewska, Ella
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dc.contributor.advisor
Coyne, Richard
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dc.contributor.author
Sommerseth, Hanna Mathilde
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dc.contributor.sponsor
Higher Education Funding Council in Scotland
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dc.contributor.sponsor
Overseas Research Students Awards Scheme (ORSAS)
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dc.date.accessioned
2011-10-10T14:31:29Z
dc.date.available
2011-10-10T14:31:29Z
dc.date.issued
2010-06-29
dc.description.abstract
This thesis argues that the notion of player experience in relation to computer games
is intrinsically linked to the body. Taking the idea of aesthetic experience, or
sensuous experience, in computer game play as its starting point, my thesis considers
computer games from within an interdisciplinary cross section of phenomenology,
cultural studies and visual culture. Computer games have in a reasonably short
amount of time reached a stage where they are an integral part of contemporary
society: historically, economically and culturally. The current field of computer
games comprises a vast array of genres, styles, stories, experiments and media.
Because computer games are interactive objects, I argue that an analysis should
begin with a discussion of player experience, and that this experience is inherently
embodied. The embodied and temporal nature of game play means it is problematic
to simply transfer established frameworks of meaning making in other audiovisual
media onto computer games. The thesis attempts to understand the notion of player
experience through a phenomenological reading of the interactive experience, and as
such I argue that the individual, temporal and iterative aspect of this experience
means computer games should not necessarily be squeezed into already established
categories of earlier forms of entertainment media. Through three main chapters I
explore the role of the body and embodied experience from three different points of
view, roughly divided into the three aspects that make up the feedback loop of game
play; hardware, software and interface. Each chapter considers the unique role and
importance of the body at each point in the game play process.
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dc.identifier.uri
http://hdl.handle.net/1842/5557
dc.language.iso
en
dc.publisher
The University of Edinburgh
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dc.relation.hasversion
Sommerseth, Hanna “Gamic Realism: Player, Perception and Action in Video Game Play” in Proceedings of the Third International Conference of the Digital Games Research Association (DiGRA) ed. Akira Baba. Tokyo: The University of Tokyo, 2007. 765 – 768.
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dc.subject
computer games
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dc.subject
phenomenology
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dc.subject
cultural studies
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dc.subject
interactivity
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dc.title
Being virtual: embodiment and experience in interactive computer game play
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dc.type
Thesis or Dissertation
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dc.type.qualificationlevel
Doctoral
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dc.type.qualificationname
PhD Doctor of Philosophy
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