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Game body vs. lived body : a phenomenological reading of motion-based video games -

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dc.contributor.author Ghaddar, Maryam Mustapha,
dc.date.accessioned 2017-08-30T14:27:32Z
dc.date.available 2017-08-30T14:27:32Z
dc.date.issued 2016
dc.date.submitted 2016
dc.identifier.other b1869214x
dc.identifier.uri http://hdl.handle.net/10938/11042
dc.description Thesis. M.A. American University of Beirut. Department of Sociology, Anthropology and Media Studies, 2016. T:6420
dc.description Advisor : Dr. Hatim El-Hibri, Assistant Professor, Sociology, Anthropology and Media Studies ; Committee members : Dr. Anjali Nath, Assistant Professor, American Studies and Communication ; Dr. Greg Burris, Assistant Professor, Sociology, Anthropology and Media Studies.
dc.description Includes bibliographical references (leaves 86-89)
dc.description.abstract This thesis seeks to analyze how video games are modes of technological embodiment and sensual identity. What is the point of intersection between the games’ objectives and how they engage visuality and the senses? Video games, particularly those of a motion based nature, and the human experience of playing and physically performing the part, are juxtaposed to allow for a contextualized critical framework about the medium. The study underlines Vivian Sobchack’s media phenomenology as a theoretical framework and emphasizes two very particular video games which express sensual stimulation and make demands of human experience: 1) Just Dance and 2) Food Network’s Cook or Be Cooked. Exploring and theorizing video games in this way places the body at the forefront of analysis, in subjective terms; understanding gaming worlds as more than moving images and settings designed for a spectator, but rather as ones controlled and consumed by moving beings is essential in evaluating them phenomenologically. In Chapter 1, I introduce Vivian Sobchack’s concepts of the human interaction with technology and put her into intense dialogue with Alexander Galloway over his axis of algorithmic cultural objects, with Ian Bogost’s critical approach and definition of game formats in general, and with Jesper Juul’s analysis of the mimetic interface of video games, particularly those displayed in the Nintendo Wii game console. In Chapters 2 and 3, I reflect and expand on the concepts of perception, virtual performance, and affective response in Just Dance and Cook or Be Cooked respectively. In a way, we are both controlled and in control of the technology, and locating that junction requires some unambiguous critical analysis. Finally, I conclude with a discussion on the limitations of electronic sensory modalities and suggest further opportunities for motion-based video game research and the impending prospect of simulated reality.
dc.format.extent 1 online resource (ix, 89 leaves) : color illustrations
dc.language.iso eng
dc.relation.ispartof Theses, Dissertations, and Projects
dc.subject.classification T:006420
dc.subject.lcsh Sobchack, Vivian Carol.
dc.subject.lcsh Video games.
dc.subject.lcsh Phenomenology.
dc.subject.lcsh Body language.
dc.subject.lcsh Dance.
dc.subject.lcsh Cooking.
dc.subject.lcsh Culture in motion pictures.
dc.title Game body vs. lived body : a phenomenological reading of motion-based video games -
dc.type Thesis
dc.contributor.department Faculty of Arts and Sciences.
dc.contributor.department Department of Sociology, Anthropology and Media Studies,
dc.contributor.institution American University of Beirut.


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