2009
DOI: 10.1177/1461444809102966
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Wii has never been modern: 'active' video games and the 'conduct of conduct'

Abstract: This article considers the role of 'active' video games — specifically the Nintendo 'Wii' — as technologies that foster control over corporeality. New media scholars have examined the politics of embodiment and hybridity as they relate to video games, yet have paid limited attention to the ways in which new gaming technologies might contribute to contemporary systems of 'government', or what Foucault calls the 'conduct of conduct'. Borrowing from influential social theorists, the article argues that, by underg… Show more

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Cited by 33 publications
(34 citation statements)
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“…Finally, it is necessary that health promotion practitioners and academics confront the consequences of these developments, particularly as today's young digital natives are increasingly interacting with self-monitoring technologies (Millington, 2009). We have raised the possibilities for thinking about how, when given the opportunity through creative tasks, adolescents can engage in critical conversations about health and the body portrayed by health and fitness apps and wider media.…”
Section: Resultsmentioning
confidence: 99%
See 2 more Smart Citations
“…Finally, it is necessary that health promotion practitioners and academics confront the consequences of these developments, particularly as today's young digital natives are increasingly interacting with self-monitoring technologies (Millington, 2009). We have raised the possibilities for thinking about how, when given the opportunity through creative tasks, adolescents can engage in critical conversations about health and the body portrayed by health and fitness apps and wider media.…”
Section: Resultsmentioning
confidence: 99%
“…For example, Cummiskey (2011) highlights the functional integration of technology within the PE curriculum, such as the MapMyRun® app, which allows pupils to calculate and monitor their physical activity levels. Research has also explored the functional use of bodily measurement devices (Nichols et al, 2009) Increasingly, research from a more critical perspective has examined the popular cultural spaces through which adolescents interact and learn about their own bodies and health outside of education (Millington, 2009;Rich, 2011a). These studies critically engage with the frequently restrictive health discourses inherent in adolescents' everyday informal spaces that entice individuals to surveil their own bodies.…”
Section: Digital Health and Popular Pedagogical Spacesmentioning
confidence: 99%
See 1 more Smart Citation
“…Song, Peng and Lee (2011) report that seeing yourself as an avatar on the screen has a positive impact if you are satisfied with your body image, but has a negative impact if you are unhappy about your body. Millington (2009) and Öhman et al (2014) criticises how games like Wii fit tend to be regarded as fitness experts prescribing what an ideal body is. In this supervision of students' bodies, the games use measurement of balance, Body Mass Index (BMI) and chronological age as determinants of normal bodies and good health.…”
Section: Introductionmentioning
confidence: 99%
“…In this supervision of students' bodies, the games use measurement of balance, Body Mass Index (BMI) and chronological age as determinants of normal bodies and good health. Millington (2009) as well as Vander Schee and Boyles (2010) further argue that bodily knowledge in this way becomes politicised in terms of risk, and that nonconformity from a measurable normality is something that must be corrected. Ennis (2013) asserts that the games should be seen not only as a reason and opportunity for physical activity, but also as an opportunity to increase students' learning, i.e.…”
Section: Introductionmentioning
confidence: 99%