James Paul Gee
http://gac.sagepub.com/cgi/rapidpdf/1555412008317309v1.pdf
@article{JamesPaul Gee07012008,
author = {Gee, James Paul},
title = {{Video Games and Embodiment}},
journal = {Games and Culture},
volume = {3},
number = {3-4},
pages = {253-263},
doi = {10.1177/1555412008317309},
year = {2008},
abstract = {In this article, the author discusses one way in which modern video games can illuminate the nature of human thinking and problem solving as situated and embodied. The author first discusses why, over the last several years, many people have become interested in video games as a site to study human thinking, problem solving, and learning. The author then discusses what he call the "projective stance," a type of embodied thinking characteristic of many (but not all) video games, as well as a form of thinking that is also, but more subtly, pervasive in everyday life and social interaction as well.
},
URL = {http://gac.sagepub.com/cgi/content/abstract/3/3-4/253},
eprint = {http://gac.sagepub.com/cgi/reprint/3/3-4/253.pdf}
}
@inproceedings{1367960,
author = {Peter Bayliss},
title = {Beings in the game-world: characters, avatars, and players},
booktitle = {IE '07: Proceedings of the 4th Australasian conference on Interactive entertainment},
year = {2007},
isbn = {978-1-921166-87-7},
pages = {1--6},
location = {Melbourne, Australia},
publisher = {RMIT University},
address = {Melbourne, Australia, Australia},
}
Naoya Hirose, An ecological approach to embodiment and cognition, Cognitive Systems ResearchVolume 3, Issue 3, , September 2002, Pages 289-299.
(http://www.sciencedirect.com/science/article/B6W6C-45HWNG0-1/1/29d27bf1b77832a1191b11c2a4613f0c)
Abstract:
The purpose of this article is to explore the relation between embodiment and cognition from an ecological point of view, which has been given little attention in current studies on embodiment. To begin with, two basic meanings of embodiment are distinguished: the state of being embodied and the act of embodying. This article gives more attention to embodying than to being embodied. Next, the ecological framework to investigate embodiment are presented, with focusing on affordances, tool use, and the body. On this view, it is argued that tools extend action and perception capabilities, which implies that the boundary of the body can be extended beyond the surface of the skin. Then, the empirical studies on perception of affordances, on limb proprioception, and on tool use are outlined. These studies support the idea that the boundary of the body can shift. Finally, the boundary of the body is discussed in reference to perception-action systems, suggesting that research on embodiment should pay more attention to the dynamic nature of the body.
Keywords: Embodiment; Affordances; Tool use; Perception-action systems
@inproceedings{1234359,
author = {Andrew Hutchison},
title = {Where are my legs?: embodiment gaps in avatars},
booktitle = {CyberGames '06: Proceedings of the 2006 international conference on Game research and development},
year = {2006},
isbn = {86905-901-7},
pages = {104--111},
location = {Perth, Australia},
publisher = {Murdoch University},
address = {Murdoch University, Australia, Australia},
}
@inproceedings{1142429,
author = {Scott R. Klemmer and Bj\"{o}rn Hartmann and Leila Takayama},
title = {How bodies matter: five themes for interaction design},
booktitle = {DIS '06: Proceedings of the 6th conference on Designing Interactive systems},
year = {2006},
isbn = {1-59593-367-0},
pages = {140--149},
location = {University Park, PA, USA},
doi = {http://doi.acm.org/10.1145/1142405.1142429},
publisher = {ACM},
address = {New York, NY, USA},
}
@inproceedings{332437,
author = {Boriana Koleva and Holger Schn\"{a}delbach and Steve Benford and Chris Greenhalgh},
title = {Traversable interfaces between real and virtual worlds},
booktitle = {CHI '00: Proceedings of the SIGCHI conference on Human factors in computing systems},
year = {2000},
isbn = {1-58113-216-6},
pages = {233--240},
location = {The Hague, The Netherlands},
doi = {http://doi.acm.org/10.1145/332040.332437},
publisher = {ACM},
address = {New York, NY, USA},
}
@inproceedings{1182527,
author = {Ivo Widjaja and Sandrine Balbo},
title = {Embodied and enacted: the Janus faces of structure-of-use},
booktitle = {NordiCHI '06: Proceedings of the 4th Nordic conference on Human-computer interaction},
year = {2006},
isbn = {1-59593-325-5},
pages = {421--424},
location = {Oslo, Norway},
doi = {http://doi.acm.org/10.1145/1182475.1182527},
publisher = {ACM},
address = {New York, NY, USA},
}
@inproceedings{357749,
author = {Sidney Fels},
title = {Intimacy and embodiment: implications for art and technology},
booktitle = {MULTIMEDIA '00: Proceedings of the 2000 ACM workshops on Multimedia},
year = {2000},
isbn = {1-58113-311-1},
pages = {13--16},
location = {Los Angeles, California, United States},
doi = {http://doi.acm.org/10.1145/357744.357749},
publisher = {ACM},
address = {New York, NY, USA},
}
Playing for Keeps: A Game of Marbles and the Materiality of Gameplay - Peter Eric Bayliss
Published May 13th 2008
Abstract: Peter Eric Bayliss analyses the video installation A Game of Marbles, whose unique relation between control and visualisation dislocates our assumptions about the ‘location’ of gameplay and player. Experimental efforts by audiences to engage with the piece further open up the consequences of the installation’s premise, a complex interplay between computation, control and representation.
- Refractory - a Journal of Entertainment Media (ISSN:1447-4905)
Research profile: Videogames and the Body
Peter Bayliss, thesis title "Videogames and the Body: Videogame Play as Embodied Experience"
Playtest - research blog on video game play
Journal Papers (edited issues)
Bayliss, P. (2008). “Playing for Keeps: A Game of Marbles and the Materiality of Gameplay”. Refractory Vol. 13. C. Mcrea, D. Jayemanne, and T. Apperley (eds).
Digital Games and the Anamorphic- Eugénie Shinkle
Published May 22nd 2008
Abstract: Eugénie Shinkle’s piece Digital Games and the Anamorphic Subject reassesses the visual lineages that prefigure contemporary gaming forms. Games, in the process of locating gamers in space, draw on the tradition of anamorphic art exemplified by Holbein’s The Ambassadors. Recasting the regimes of vision and attention in these terms facilitates new insights into gaming subjectivity.
@article{365088,
author = {Jon Hindmarsh and Mike Fraser and Christian Heath and Steve Benford and Chris Greenhalgh},
title = {Object-focused interaction in collaborative virtual environments},
journal = {ACM Trans. Comput.-Hum. Interact.},
volume = {7},
number = {4},
year = {2000},
issn = {1073-0516},
pages = {477--509},
doi = {http://doi.acm.org/10.1145/365058.365088},
publisher = {ACM},
address = {New York, NY, USA},
}
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