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Contributing to a literacy of the body in videogame interaction

<p> This study deems that to play a videogame is to gain a literacy of the body. The motor aspect of human interaction with videogames has largely escaped analysis in hand-held controller interactions, yet this is a mass cultural phenomenon in which human movement is technologized and uniquely, digitally expressive. Videogames are motor imperative in some form or another; it is a condition of interaction with this medium that symbolically transposes human movement into far-flung digital action. Contrary to the assumption that full-body interactions present richer embodied experiences in videogame technology, the data reveal that subtle motoric phenomena have aesthetically significant substructures that are imaginatively unbounded, like high literacy. The subtlety of player hand-motor effort is difficult to observe and therefore describe, yet encompasses a constellation of observable dual phenomena expressed in the ties between human and digital processes. In order to better understand this human engagement with technology, this study uses a phenomenological frame as a first person research method combined with principles of linguistics and Rudolf Laban's system of movement transcription and analysis. The intention of this project is to provide a methodology for describing and analyzing this remarkable, complex human interaction with technology in order to discuss its interdisciplinary implications for designers and theorists interested in the phenomena of videogames, as well as to anchor this interactive complexity in the humanities.</p>

Identiferoai:union.ndltd.org:PROQUEST/oai:pqdtoai.proquest.com:3706679
Date14 July 2015
CreatorsSegovia, Sherri Dawn
PublisherThe University of Texas at Dallas
Source SetsProQuest.com
LanguageEnglish
Detected LanguageEnglish
Typethesis

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