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The phenomenology of Angry Birds: virtual gravity and distributed proprioception in videogame worlds

The phenomenology of Angry Birds: virtual gravity and distributed proprioception in videogame worlds
The phenomenology of Angry Birds: virtual gravity and distributed proprioception in videogame worlds
This article explores the nature of sensation, perception and proprioception in contemporary digital and mobile culture, as exemplified in digital games. It argues that the application of theories of the phenomenology of perception to digital media and games needs to be extended and adapted to acknowledge and describe the sensing and proprioceptive abilities of technological bodies (both hardware and software) as well as human bodies. The article explores the idea that the embodied ‘feeling’ (proprioception) of virtual physics, particularly gravity, in gameplay experience must be understood as distributed across and through human and non-human sensing bodies. It will take the popular mobile game Angry Birds as a starting point, but will then explore the achievement of distributed proprioception in other games and games hardware more broadly.
Videogames, machine sensing, virtual physics, virtual gravity, phenomenology of perception, postphenomenology
207-224
Giddings, Seth
7d18e858-a849-4633-bae2-777a39937a33
Giddings, Seth
7d18e858-a849-4633-bae2-777a39937a33

Giddings, Seth (2017) The phenomenology of Angry Birds: virtual gravity and distributed proprioception in videogame worlds. Journal of Gaming & Virtual Worlds, 9 (3), 207-224. (doi:10.1386/jgvw.9.3.207_1).

Record type: Article

Abstract

This article explores the nature of sensation, perception and proprioception in contemporary digital and mobile culture, as exemplified in digital games. It argues that the application of theories of the phenomenology of perception to digital media and games needs to be extended and adapted to acknowledge and describe the sensing and proprioceptive abilities of technological bodies (both hardware and software) as well as human bodies. The article explores the idea that the embodied ‘feeling’ (proprioception) of virtual physics, particularly gravity, in gameplay experience must be understood as distributed across and through human and non-human sensing bodies. It will take the popular mobile game Angry Birds as a starting point, but will then explore the achievement of distributed proprioception in other games and games hardware more broadly.

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JGVW 9.3_2_Giddings - Accepted Manuscript
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More information

Accepted/In Press date: 18 September 2017
e-pub ahead of print date: 30 September 2017
Published date: September 2017
Keywords: Videogames, machine sensing, virtual physics, virtual gravity, phenomenology of perception, postphenomenology

Identifiers

Local EPrints ID: 414485
URI: http://eprints.soton.ac.uk/id/eprint/414485
PURE UUID: c1d26a18-2c25-4f46-8114-32d6179540f6
ORCID for Seth Giddings: ORCID iD orcid.org/0000-0001-7323-9184

Catalogue record

Date deposited: 02 Oct 2017 16:30
Last modified: 28 Apr 2022 02:12

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