formatting fixes embodying the avatar
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year={2006}
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}
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@book{campbell2012video,
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title={Video game engagement and pathology: Relationships between gaming habits and gaming experience, psychopathology, and personality variables},
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author={Campbell, John Adam},
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year={2012},
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publisher={The University of North Dakota}
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}
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@book{neisser2014cognitive,
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title={Cognitive psychology: Classic edition},
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author={Neisser, Ulric},
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year={2014},
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publisher={Psychology press}
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}
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@book{anderson1980cognitive,
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title={Cognitive psychology and its implications},
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author={Anderson, John Robert and Crawford, Jane},
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year={1980},
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publisher={wh freeman San Francisco}
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}
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@ -6,11 +6,9 @@ date: 2022-07-23 00:00:00
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permalink: embodying-the-avatar-videogames/
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categories: programming
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author: Mahdi
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bibliography:
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- report-draft.bib
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---
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Videogames are a pervasive part of lives of children and adults alike, with 73\% of Americans older than 2 years engaging with them {% cite npd2019videogames}. Playing videogames can be seen as an activity that is done through our fingertips and with our visual apparatus focused on a screen, without involvement of the rest of our body, and it is usually considered as such from a cognitivist point of view {% cite campbell2012video %} {% cite gee2003video %} {% cite klimmt2006effectance %} however this raises the question of whether videogames can alternatively be thought of as an embodied experience, and if so, how can we formulate them as such, and what factors are at play?
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Videogames are a pervasive part of lives of children and adults alike, with 73% of Americans older than 2 years engaging with them {% cite npd2019videogames %}. Playing videogames can be seen as an activity that is done through our fingertips and with our visual apparatus focused on a screen, without involvement of the rest of our body, and it is usually considered as such from a cognitivist point of view {% cite campbell2012video %} {% cite gee2003video %} {% cite klimmt2006effectance %} however this raises the question of whether videogames can alternatively be thought of as an embodied experience, and if so, how can we formulate them as such, and what factors are at play?
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Virtual reality videogames are more commonly studied from an embodied perspective, since they lend themselves to the framework more easily by being more engaging to the whole body and by the fact of their immersive experience, however the same question can be asked for non-virtual reality games, with keyboard and mouse or the controller, and the screen.
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@ -18,7 +16,7 @@ Videogames are a pervasive part of lives of children and adults alike, with 73\%
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# Did Somebody Say Embodiment?
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The question of whether we can think of playing videogames as an embodied experience is quite puzzling, and it requires unraveling questions that are unanswered about what embodiment means, how do we distinguish it from else, and how does something like playing videogames fit into this picture. There are different accounts of embodiment, and they stand in contrast to cognitive psychogolical accounts. Cognitive psychology accounts study mental processes, which are usually associated with the brain, and where the body is thought of as an input and output interface with the world that is controlled by the brain. {% cite neisser2014cognitive, anderson1980cognitive %}. There are numerous accounts of embodied experience, we will review some of them and lay out our understanding of embodiment, one which allows us to discuss videogames in its light.
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The question of whether we can think of playing videogames as an embodied experience is quite puzzling, and it requires unraveling questions that are unanswered about what embodiment means, how do we distinguish it from else, and how does something like playing videogames fit into this picture. There are different accounts of embodiment, and they stand in contrast to cognitive psychogolical accounts. Cognitive psychology accounts study mental processes, which are usually associated with the brain, and where the body is thought of as an input and output interface with the world that is controlled by the brain. {% cite neisser2014cognitive %} {% cite anderson1980cognitive %}. There are numerous accounts of embodied experience, we will review some of them and lay out our understanding of embodiment, one which allows us to discuss videogames in its light.
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{% cite thelen2000grounded %} gives an account that focuses mostly on the fact
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that our experiences arise because we have a particular kind of body
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@ -154,7 +152,7 @@ interactions with the interface that connects us to our extended body in
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the game-world (e.g. the game controller, or the keyboard and the mouse)
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and visual and proprioceptive feedback might be the key to creating a
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strong sense of ownership of actions.
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{% cite martin1995bodily } {% cite tsakiris2005experimenting %}
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{% cite martin1995bodily %} {% cite tsakiris2005experimenting %}
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Besides the notion of embodiment that we have been discussing so far,
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there are other kinds of embodiment. Social embodiment seems to be a
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