Embodiment and Interface

Publikation: Bidrag til bog/antologi/rapportBidrag til bog/antologiForskningfagfællebedømt

Standard

Embodiment and Interface. / Gregersen, Andreas Lindegaard; Grodal, Torben Kragh.

The video game theory reader 2. red. / Bernard Perron; Mark Wollf. New York : Routledge, 2008. s. 65-83.

Publikation: Bidrag til bog/antologi/rapportBidrag til bog/antologiForskningfagfællebedømt

Harvard

Gregersen, AL & Grodal, TK 2008, Embodiment and Interface. i B Perron & M Wollf (red), The video game theory reader 2. Routledge, New York, s. 65-83.

APA

Gregersen, A. L., & Grodal, T. K. (2008). Embodiment and Interface. I B. Perron, & M. Wollf (red.), The video game theory reader 2 (s. 65-83). Routledge.

Vancouver

Gregersen AL, Grodal TK. Embodiment and Interface. I Perron B, Wollf M, red., The video game theory reader 2. New York: Routledge. 2008. s. 65-83

Author

Gregersen, Andreas Lindegaard ; Grodal, Torben Kragh. / Embodiment and Interface. The video game theory reader 2. red. / Bernard Perron ; Mark Wollf. New York : Routledge, 2008. s. 65-83

Bibtex

@inbook{a2549ef0dd8011ddb5fc000ea68e967b,
title = "Embodiment and Interface",
abstract = "The article discusses – based on neurological and phenomenological theory - how the human embodiment supports and constrains the interaction between players and video games. It analyses embodied interaction with the specific hardware/software configuration of the Nintendo Wii and Wii Tennis as well as other game system configurations.The article argues that playing video games may provide experiences of extended embodiment where players may experience ownership of both actions and virtual bodies related to the represented game world. The article shows how ownership may be related to differences in motor isomorphism when comparing the media-supported embodied actions with unmediated actions, e.g. that discrepancy between player motor actions and visual representation may hamper ownership. It also argues that the present interfaces tend to be more supportive of the player{\textquoteright}s active agency than of the player as patient, i.e. being the object of another agent{\textquoteright}s actions.  Keywords: Video games, embodiment, interface, agency, action, control, cognition ",
author = "Gregersen, {Andreas Lindegaard} and Grodal, {Torben Kragh}",
year = "2008",
language = "English",
isbn = "9780415962834",
pages = "65--83",
editor = "Bernard Perron and Mark Wollf",
booktitle = "The video game theory reader 2",
publisher = "Routledge",
address = "United Kingdom",

}

RIS

TY - CHAP

T1 - Embodiment and Interface

AU - Gregersen, Andreas Lindegaard

AU - Grodal, Torben Kragh

PY - 2008

Y1 - 2008

N2 - The article discusses – based on neurological and phenomenological theory - how the human embodiment supports and constrains the interaction between players and video games. It analyses embodied interaction with the specific hardware/software configuration of the Nintendo Wii and Wii Tennis as well as other game system configurations.The article argues that playing video games may provide experiences of extended embodiment where players may experience ownership of both actions and virtual bodies related to the represented game world. The article shows how ownership may be related to differences in motor isomorphism when comparing the media-supported embodied actions with unmediated actions, e.g. that discrepancy between player motor actions and visual representation may hamper ownership. It also argues that the present interfaces tend to be more supportive of the player’s active agency than of the player as patient, i.e. being the object of another agent’s actions.  Keywords: Video games, embodiment, interface, agency, action, control, cognition 

AB - The article discusses – based on neurological and phenomenological theory - how the human embodiment supports and constrains the interaction between players and video games. It analyses embodied interaction with the specific hardware/software configuration of the Nintendo Wii and Wii Tennis as well as other game system configurations.The article argues that playing video games may provide experiences of extended embodiment where players may experience ownership of both actions and virtual bodies related to the represented game world. The article shows how ownership may be related to differences in motor isomorphism when comparing the media-supported embodied actions with unmediated actions, e.g. that discrepancy between player motor actions and visual representation may hamper ownership. It also argues that the present interfaces tend to be more supportive of the player’s active agency than of the player as patient, i.e. being the object of another agent’s actions.  Keywords: Video games, embodiment, interface, agency, action, control, cognition 

M3 - Book chapter

SN - 9780415962834

SP - 65

EP - 83

BT - The video game theory reader 2

A2 - Perron, Bernard

A2 - Wollf, Mark

PB - Routledge

CY - New York

ER -

ID: 9589243