2013
DOI: 10.1007/s13347-013-0111-1
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Gaming and the limits of digital embodiment

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Cited by 26 publications
(16 citation statements)
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References 16 publications
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“…The use of avatars in virtual realities and online gaming has received a lot of attention in recent years; debates rage about whether one can have embodied, immersive and/or engaged experienced through avatars (e.g. Calleja 2011;Ducheneaut et al 2006;Farrow and Iacovides 2014;McMahan 2003). Often in studies of avatars in multi-player online gaming, people report feeling a sense of community and shared experiences as a we with those that they play with (e.g.…”
Section: Avatarsmentioning
confidence: 99%
“…The use of avatars in virtual realities and online gaming has received a lot of attention in recent years; debates rage about whether one can have embodied, immersive and/or engaged experienced through avatars (e.g. Calleja 2011;Ducheneaut et al 2006;Farrow and Iacovides 2014;McMahan 2003). Often in studies of avatars in multi-player online gaming, people report feeling a sense of community and shared experiences as a we with those that they play with (e.g.…”
Section: Avatarsmentioning
confidence: 99%
“…The installation enables children to interact with Chinese paintings, and offers an opportunity to creatively explore this art tradition through whole-body movement. As Farrow and Iacovides (2013) state, this "move towards 'whole-body' interactive approaches appears to assume that more 'embodied' interactions will lead to more engaging and immersive … experiences" (p.3). There is a pressing need, therefore, for more research to adopt a critical analytical focus on the body itself during the interaction in order to understand how (rather than simply if) physical interaction contributes to meaning making.…”
Section: Introductionmentioning
confidence: 99%
“…These works so far demonstrate an emphasis toward the roles of perception and cognition in embodiment: their combined impact on our experience of the real world is considered in the experience of game worlds. Farrow and Iacovides claim that exactly such reasoning is just one step too far (Farrow and Iacovides 2014) and describe three inconsistencies with respect to human embodiment aspects laid out by Merleau-Ponty. Firstly, on a physical level bodies within game worlds cannot conform to real world duality (e.g., tactile and pain), and we do not relate to bodies in virtual worlds in the same way that we do in the real world.…”
Section: Perspectives Within the Humanitiesmentioning
confidence: 98%