This article analyses the skills and knowledges involved in multiplayer first-person shooting games, specifically Call of Duty 4 for the Xbox 360 games console. In doing so, it argues that the environments of first-person shooting games are designed to be intense spaces that produce captivated subjects -users who play attentively for long periods of time. Developing Heidegger's concept of attunement and Stiegler's account of retention, the article unpacks the somatic and sensory skills involved in videogame play and discusses how videogame environments cultivate a sense of captivation. In conclusion the article reflects on the politics of captivation for the bodies that engage with these games through the idea of vulnerability as an 'opening of the body's capacity for sense'.Academic writing on videogames is beginning to investigate the skills that need to be developed to use a variety of games. This, in turn, has led to a recognition that different games require very specific sets of skills and knowledges in order for users to be successful at them (for example, Millington, 2009;Reeves et al., 2009). At the same time, work on the relationship between experiences of time, space and technology has attempted to uncover the ways in which the human body is shaped on a variety of 'unconscious' levels by different technologies (see, for example, Hansen,