Skip to main content
Log in

Gaming and the limits of digital embodiment

  • Special Issue
  • Published:
Philosophy & Technology Aims and scope Submit manuscript

Abstract

This paper discusses the nature and limits of player embodiment within digital games. We identify a convergence between everyday bodily actions and activity within digital environments, and a trend towards incorporating natural forms of movement into gaming worlds through mimetic control devices. We examine recent literature in the area of immersion and presence in digital gaming; Calleja’s (2011) recent Player Involvement Model of gaming is discussed and found to rely on a probematic notion of embodiment as 'incorporation'. We go on to further reflect on the nature of player involvement in digital gaming environments by applying insights from Maurice Merleau-Ponty's Phenomenology of Perception. It is argued that digital embodiment differs so significantly from primordial embodiment that any idea of total immersion is simply fantasy. We subsequently argue that digital game media nonetheless provide us with unique opportunities for exploring the nature of distinctively human forms of embodiment, and so we need more complete and more reliable phenomenological descriptions of the experiences associated with computer games.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Institutional subscriptions

Similar content being viewed by others

Notes

  1. It is worth noting that the PIM was developed on the basis of data gathered from MMORPGs, perhaps indicating an awareness of intersubjectivity for creating meaning in games. Perhaps only MMORPGs offer the kind of meaning-generating interactions that could reasonably justify the label of intersubjectivity, though this is a claim that we will not examine in any detail in this paper.

  2. Heidegger’s terminology is now well established within HCI discourse, though there is a tendency (e.g. Dourish 2001:139) to understand the concept of being ready-at-hand as an abstract property or state rather than a seamless aspect of conscious experience.

  3. These may work quite well, but there are other proprioceptive aspects of embodied sensory experience which could never conceivably be reproduced within digital environments as we know them: gravity, heat, etc.

References

  • Bayliss, P. (2007). Beings in the game-world: characters, avatars, and players. In IE '07: Proceedings of the 4th Australasian conference on Interactive entertainment (2007), pp. 1–6.

  • Bianchi-Berthouze, N., Kim, W.W., & Patel, D. (2007). Does body movement engage you more in digital game play? and why? In A. Paiva, R. Prada, & R.W. Picard (Eds.), Proceedings of the 2nd Annual international conference on Affective Computing and Intelligent Interaction (ACII) vol. 4738 (pp. 102–113).

  • Brown, E., & Cairns, P. (2004) A grounded investigation of game immersion. CHI '04 Extended Abstracts on Human Factors in Computing Systems, 1297–1300. Vienna, Austria: ACM.

  • Calleja, G. (2007) Digital games as designed experience: reframing the concept of immersion. PhD thesis; Victoria University, Wellington, New Zealand.

  • Calleja, G. (2011) In-game: from immersion to incorporation. The MIT Press.

  • Carlisle, C. (2006). Creatures of habit: the problem and practice of liberation. Continental Philosophy Review, 38, 19–39.

    Article  Google Scholar 

  • Cohen, C. (2012). Kinect Star Wars review, Official XBOX Magazine. Available from: http://www.oxmonline.com/kinect-star-wars-review. Accessed 19th December 2012.

  • Crick, T. (2011). The game body: toward a phenomenology of contemporary video gaming. Games and Culture, 6, 259–269.

    Article  Google Scholar 

  • Dourish, P. (2001). Where the action is: the foundations of embodied interaction. The MIT Press.

  • Dreyfus, H. L. (1998) The current relevance of Merleau-Ponty's phenomenology of embodiment. Available from: http://ejap.louisiana.edu/EJAP/1996.spring/dreyfus.1996.spring.html. Accessed 19th December 2012.

  • Dreyfus, H. (2009). On the Internet. London: Routledge.

    Google Scholar 

  • Edge (2011). The 2011 Edge Awards: online. Available from: http://www.edge-online.com/features/2011-edge-awards-online. Accessed 19th December 2012.

  • Gee, J. P. (2008). Video games and embodiment. Games and Culture, 3(3–4), 253–263.

    Article  Google Scholar 

  • Gregersen, A. (2011). Genre, technology and embodied interaction: the evolution of digital game genres and motion gaming. Mediakultur–Journal of Media and Communication Research, 51, pp.94-109.

    Google Scholar 

  • Grosz, E. (1994). Volatile bodies: toward a corporeal feminism. Bloomington: Indiana University Press.

    Google Scholar 

  • Husserl, E. (1936). Die Krisis der europäischenWissenschaften un die transzendentalePhänomenologie. Belgrade.

  • Iacovides, I. (2009) Exploring the link between player involvement and learning within digital games. Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology pp. 29–34. http://kn.open.ac.uk/public/document.cfm?docid=12654. Accessed 22nd December 2012.

  • Ihde, D. (2010) Embodied Technics. Automatic.

  • Jenson, J. & de Castell, S. (2008) From simulation to imitation: new controllers, new forms of play. In Proceedings of the 2nd European Conference on Games-Based Learning. Barcelona, Spain, 16–17 October, 213–218.

  • Juul, J. (2010) A casual revolution: reinventing video games and their players. The MIT Press.

  • Lakoff, G., & Johnson, M. (2003). Metaphors we live by. Chicago: University of Chicago Press.

    Book  Google Scholar 

  • Leyvand, T., Meekhof, C., Wei, Y.C., Sun, J. & Guo, B. (2011). Kinect identity: technology and experience, Computer, 44, pp. 94–96. Available from: 2011. http://www.computer.org/cms/Computer.org/ComputingNow/homepage/mostread/MostRead_CO-KinectIdentity.pdf. Accessed 19th December 2012.

  • Lombard, M. & Ditton, T. (1997). At the Heart of It All: The Concept of Presence. Journal of Computer-mediated Communication, 3(2). Available from: http://www.ascusc.org/jcmc/vol3/issue2/lombard.html. Accessed 19th December 2012.

  • McMahan, A. (2003). Immersion, engagement, and presence: a method for analyzing 3-D video games. In M. J. P. Wolf & B. Perron (Eds.), The video game theory reader (pp. 68–86). New York: Routledge.

    Google Scholar 

  • Merleau-Ponty, M. (1962). Phenomenology of Perception trans. by Colin Smith, (New York: Humanities Press, 1962) and (London: Routledge & Kegan Paul, 1962) translation revised by Forrest Williams, 1981 (reprinted, 2002)

  • Merleau-Ponty, M. (1964). The primacy of perception. Illinois: Northwestern University Press.

    Google Scholar 

  • Merleau-Ponty, M. (1968). The visible and the invisible. Illinois: Northwestern University Press.

    Google Scholar 

  • Murray, C. (2000). Towards a phenomenology of the body in virtual reality. Research in Philosophy and Technology, 19, 149–173.

    Google Scholar 

  • Salen, K., & Zimmerman, E. (2003). Rules of play: game design fundamentals. Cambridge, MA: MIT Press.

    Google Scholar 

  • San Diego, J. P. and McAndrew, P. (2009). The feasibility of capturing learner interactions based on logs informed by eye-tracking and remote observation studies. Journal of Interactive Media in Education (4). Available from: http://oro.open.ac.uk/21895/. Accessed 19th December 2012.

  • Schütz-Bosbach, S., Musil, J. J., & Haggard, P. (2009). Touchant–touché: the role of self-touch in the representation of body structure. Consciousness and Cognition, 18(1), 2–11.

    Article  Google Scholar 

  • Scimea, D. C. (2011). Skyrim is Souless. The Escapist. Available from: http://www.next-gen.biz/features/2011-edge-awards-online. Accessed 19th December 2012.

  • Skalski, P., Tamborini, R., Shelton, A., Buncher, M., & Lindmark, P. (2011). Mapping the road to fun: natural video game controllers, presence, and game enjoyment. New Media & Society, 13(2), 224–242.

    Article  Google Scholar 

  • Slatman, J. (2005). The sense of life: Husserl and Merleau-Ponty on touching and being touched. Chiasmi International, 7, 305–325.

    Article  Google Scholar 

  • Sobchack, V. (2004) [1990]. Carnal Thoughts. Berkeley: University of California Press.

  • Winograd, T., & Flores, F. (1986). Understanding computers and cognition: a new foundation for design. Norwood: Ablex.

    Google Scholar 

Games Cited

  • Dark Souls (2011). From Software, Namco Bandai Games (Playstation 3 / Xbox 360)

  • Flower (2009). Thatgamecompany, Sony Computer Entertainment (Playstation 3)

  • Guitar Hero (2005). Harmonix, Red Octane (PlayStation 2)

  • Heavy Rain (2010). Quantic Dream, Sony Computer Entertainment (Playstation 3)

  • Kinect (2010). Microsoft (Xbox 360)

  • Kinect Star Wars (2012). Terminal Reality, LucasArts (Xbox 360)

  • LA Noire (2011). Team Bondi, Rockstar Games (Playstation 3 & Xbox 360)

  • Mass Effect (2007). Microsoft Game Studios (Xbox 360) & Electronic Arts (Playstation 3)

  • Okami (2007). Clover Studio, Capcom (Playstation 2)

  • PuyoPuyo (1991). CSK Research Institute, SEGA (MSX)

  • PS Move (2010). Sony Computer Entertainment (PlayStation 3)

  • Skyrim (2011). Bethesda Game Studios, Bethseda Softworks (Playstation 3 / Xbox 360 / PC)

  • Tetris (1989). Bullet-Proof Software, Nintendo (Nintendo Game Boy)

  • Wii Remote (2006). Nintendo (Nintendo Wii)

Download references

Acknowledgements

The views expressed herein are those of the authors, who wish to acknowledge the financial support of the Hewlett Foundation (http://www.hewlett.org/) and the Open Learning Network (http://www.olnet.org/) which made conference participation possible. We are grateful to the organisers and attendees of the 6th International Conference on the Philosophy of Computer Games where an earlier draft of this paper was presented under the title ‘In The Game’? Embodied Subjectivity in Gaming Environments. We are also grateful to anonymous reviewers for their comments.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Robert Farrow.

Rights and permissions

Reprints and permissions

About this article

Cite this article

Farrow, R., Iacovides, I. Gaming and the limits of digital embodiment. Philos. Technol. 27, 221–233 (2014). https://doi.org/10.1007/s13347-013-0111-1

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s13347-013-0111-1

Keywords

Navigation