Abstract: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 pl… Show more
“…Recent work, in particular by Kinsley and Ash has put at its core a concept of 'technicity' which refers to the human-technology relationship in terms of 'the (emergent) qualities of that relationship as it is performed'. 70 While, for instance in Ash's rendering of technicity in the context of video game players, there is concern for the 'body-brain-environment relationship assemblage as they go', 71 here the reference is to the environment of the game, rather than to environment in the sense that we have developed it; that is, to refer to the ongoingly moving and emergent configurations of processes and things that constitute the worlds we are part of. Therefore, while we would agree with Kinsley that 'to study digital technologies in terms of technicity offers a means of studying contemporary socio-technical situation that recognizes the inherently material character of "virtual geographies"', 72 the example of self-tracking urges us to take a further theoretical step.…”
Self-tracking is an increasingly ubiquitous everyday activity and therefore is becoming implicated in the ways that everyday environments are experienced and configured. In this article, we examine theoretically and ethnographically how the digital materiality of these technologies mediates and participates in the constitution of people's tacit ways of being in the world. We argue that accounting for the presence of such technologies as part of everyday environments in this way offers new insights for non-representational accounts of everyday life as developed in geography and anthropology and advances existing understandings of these technologies as it has emerged in sociology and media studies.
“…Recent work, in particular by Kinsley and Ash has put at its core a concept of 'technicity' which refers to the human-technology relationship in terms of 'the (emergent) qualities of that relationship as it is performed'. 70 While, for instance in Ash's rendering of technicity in the context of video game players, there is concern for the 'body-brain-environment relationship assemblage as they go', 71 here the reference is to the environment of the game, rather than to environment in the sense that we have developed it; that is, to refer to the ongoingly moving and emergent configurations of processes and things that constitute the worlds we are part of. Therefore, while we would agree with Kinsley that 'to study digital technologies in terms of technicity offers a means of studying contemporary socio-technical situation that recognizes the inherently material character of "virtual geographies"', 72 the example of self-tracking urges us to take a further theoretical step.…”
Self-tracking is an increasingly ubiquitous everyday activity and therefore is becoming implicated in the ways that everyday environments are experienced and configured. In this article, we examine theoretically and ethnographically how the digital materiality of these technologies mediates and participates in the constitution of people's tacit ways of being in the world. We argue that accounting for the presence of such technologies as part of everyday environments in this way offers new insights for non-representational accounts of everyday life as developed in geography and anthropology and advances existing understandings of these technologies as it has emerged in sociology and media studies.
“…James Ash applies the concept of bodily attunement to videogames in his analysis of how users become attuned to videogame environments (Ash, 2013). Attuning oneself to a game, according to Ash, involves the self-management of an assemblage of bodily capacities and cognitive processes, which together comprise a specific affective state.…”
Section: Attunement In Unravel and Celestementioning
Videogames increasingly focus on marginalized experiences such as neurodivergence. Specifically, the immersive and embodied aspects of videogames allow neurodivergent people to better explain their experiences. However, current research is limited to instrumentalization, by specifically looking for the therapeutic or educational benefits of videogames. I reflect on ethical questions that arise if we try to communicate the embodied experiences related to neurodiversity through videogames. I argue that videogames with the explicit goal to create empathy or care for neurodivergence can also be restrictive. Instead, I put forward attunement as an intersubjective and nonhierarchic mode of affective engagement with neurodiversity through gaming. An analysis of the videogames Unravel and Celeste helps me to illustrate what attunement in a videogame could look like. I conclude that better understanding neurodiversity through play, means “letting it be” instead of (re)shaping it to be easily consumable in videogames.
“…"[W]e are never not in a mood," Flatley (2012: 504) writes. According to Flatley (2012: 504), "moods do, however, shift and change" and even more importantly they can be invoked, directed, and designed through a process he calls "affective attunement" (see also Ash, 2013;Throop, 2017). Ahmed (2014) argues that attunement does not only deal with a response towards the other, the object, but to the feelings themselves in those encounters.…”
Section: Moods and Attunementsmentioning
confidence: 99%
“…While affect is an abstract force, attunement can have a definable form and function in arranging affective forces and establishing points of contact. According to Ash (2013), our expectations and understandings toward something are impacted by somatic and analytic attunements. Somatic attunements mean that our bodies are already oriented toward particular sensorimotor responses that the object in an encounter evokes (Ash, 2013: 36-37).…”
The needs and desires to disconnect, detox, and log out have been turned into commodities and found their expressions in detox camps, self-help books, and “offline” branded apparel. Disconnection studies have challenged the power of commodified disconnective practices to create real social change. In this article, we build on the notion of affective attunement to explore how disconnection commodities provide differential ways for individuals to respond to the challenges of connectivity, and how they can form larger patterns of resistance that cannot be dismissed as futile. We examine the ambiguity of disconnection commodities through three examples: a smartwatch kill switch and stealth mode features, detox floatation tank therapy, and make-up lines. Our approach turns the perspective from ends to the means of disconnection. We argue that these commodities do not offer hard breaks but they do let users attune to connectivity.
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