Archive for October, 2013

Game selection, continued

October 17, 2013

At the project half-way point the list looks like this:

Dead Space 1 – Enjoyed this and have been working with it

Dead Space 2 – Enjoyed this game and am interested in working on it (eyes, perception, gaze, distortion)

Dead Space 3 – There’s a long, later post about DS3.

Deus Ex: Human Revolutions – Obviously relevant to the project. Took ages to play. I took the wrong door out of Tong’s underground car park and got lost in the sewers for a while.

Resident Evil 6 – Did not make an impression although perhaps there’s something of interest in the gendering of the monsters and female monstrousness.

The Last of Us – In the middle of.

Walking Dead (Telltale Games) – Wonderful. But I’m attached to the version of the game that I just played. Replaying it would undo the game I’m so fond of.  Issues of adaptation and composition. All the zombie plot devices are starting to blur together – reading zombie fiction, watching zombie movies and series, and playing zombie games. Beware the living.  Oh, Telltale have a werewolf game! Something in WD about arms, hands.. perhaps.

Mass Effect 1 – My character is wading through a massive information bulge while wandering around what looks like an airport. I will persevere… Update. Nope. I’ve put this to one side as it is just too huge for this project and it will be years before I have played all 3 in the series, plus the RPG element makes me wonder how it would fit…Apparently ME3 has 80 minutes of cut scenes. 80. Update. Yep. I kept playing. It’s worth it. Not sure yet how it fits (or if it fits) with the project, however.


Player and embodiment literature

October 17, 2013

A list of games, players and embodiment literature.

Simon, B. (2009) Wii are out of Control: Bodies, Game Screens and the Production of Gestural Excess. Loading…, North America, 3, sep. 2009

Carr, D., Campbell, D., Ellwood K. (2006) ‘Film, Adaptation and Computer Games’ in Computer Games: Text, Narrative and Play. Carr, D., Buckingham, D., Burn, A., Schott, G. Cambridge: Polity, pp 149-161 – plus various methodological papers where interpretation is framed as situated (culturally, materially – DiGRA 2009) or where the links between embodied experience, bodily difference and interpretation are considered (FROG 2014).

Crick, T. (2011) ‘The game body: toward a phenomenology of contemporary video gaming’ in Games and Culture 6, no. 3 pp 259-269.

De Castell, S., Boschman, L., Jenson, J. (2009) In and out of control: Learning games differently. Loading…, North America, 2, apr. 2009.

Farrow, R. and Iacovides, I. (2012). ‘In the game’? Embodied subjectivity in gaming environments. Paper presented at the 6th International Conference on the Philosophy of Computer Games: the Nature of Player Experience, 29-31 January 2012, Madrid.

Game Philosophy Network / The Philosophy of Computer Games conference series – various papers on embodiment. See the list of resources here, Or see the book version ed. Sageng, Fossheim, Larsen The Philosophy of Computer Games, publ. Springer (2012).

Gee, J. P. (2008). ‘Video Games and Embodiment’. Games and Culture, 3 (3-4), pp 253-263.

Gregersen, A. and Grodal, T. (2009) ‘Embodiment and Interface’ in The Video Game Theory Reader. B. Perron and M.J.P Wolf (eds.) New York: Routledge pp 65-84

Harvey, A. (2009) The Pleasure of the System: Cybernetic Feedback Loops and Flow in Video Games. Loading…, North America, 3, sep. 2009

Karppi, T. and Sotamaa, O. (2012) ‘Rethinking Playing Research DJ HERO and Methodological Observations in the Mix’ in Simulation & Gaming 43, no. 3. pp 413-429.

Kirkpatrick, G. (2010). Feminism and Technical Capital: The case of the computer game. Information, Communication & Society, 13, no 7, pp 976-999

Klabbers, J.(2009) Chapter 3 in “The magic circle: principles of gaming & simulation” (embodiment and tacit knowing, via neuro-cognitive science).

Linderoth, J., & Bennerstedt, U. (2007, September). This is not a Door: an Ecological approach to Computer Games. Paper for Situated Play: Proceedings of the 2007 Digital Games Research Association Conference, Tokyo, Japan (pp. 600-609). Japan.

Norgard, R. T. (2011) ‘The Joy of Doing: The Corporeal Connection in Player-Avatar Identity’ paper for the Philosophy of Computer Games (2011). Athens, April 6-9, 2011.

Perron, B (2009) ‘The Survival Horror: The Extended Body Genre’ in Horror Video Games, B. Perron (ed.) Jefferson, North Carolina: McFarland and Company, Inc. pp 121-143

B Perron, B Schröter F (eds, 2016) Video Games and the Mind. Essays on Cognition, Affect and Emotion. McFarland. Table of contents here, inc. chapters on embodiment.

Rehak, B. (2003). Playing At Being. The Video Game Theory Reader. Routledge: London & New York.

Tanenbaum, J and J Bizzocchi (2009) Rock Band: a case study in the design of embodied interface experience – for Sandbox ’09 Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, 2009

Westecott, E. (2008) “Bringing the Body back into Play” for The [player] conference proceedings, Copenhagen, Denmark. 2008. LINK

Wilhelmsson, U. (2006). Computer Games as Playground and Stage. In Proceedings of the 2006 International Conference on Game Research and Development Murdoch University, Aust.,December 2006. (pp. 62-68).

Young, B.M (2005) Gaming Mind, Gaming Body: The Mind/Body Split for a New Era. Paper for DIGRA 2005 Conference, Changing Views: Worlds in Play, Tokyo 2005.