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  1. “There is Nothing Fun About Pain”: A Critical Phenomenology of Games for Chronic Pain.Michelle Charette - 2023 - Philosophy and Technology 37 (1):1-23.
    This article examines the gamification of health applications designed to help patients manage chronic pain. Through description of one such program and in-depth interviewing, I describe why gamified pain applications are appealing to patients living with chronic pain. Individuals living with chronic pain are especially disposed to try novel pain management technologies due to the in-control and out-of-control paradox of pain (Leder, 2016). These applications are seductive not only due to this embodied phenomenon, but also because gamification taps into the (...)
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  • Affect, Excess and Cybernetic Modification in Science Fiction Fantasy TV Series Farscape.Lucian Chaffey - 2014 - Body and Society 20 (1):85-110.
    Responding to the co-production of screen seriality and human subjectivity within contemporary machine cultures and economies of excess, this article examines televisual affect and proposes concepts that address the languages, components and processes of particular televisual subjectivities. Discussions focus on science fiction fantasy series Farscape – a space odyssey fascinated with biotechnological evolution and mutative consciousness. This article aims to invigorate and extend the critical analysis of contemporary televisual affect, taking up questions and methodologies from Félix Guattari’s machinic ontology and (...)
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  • Book Review: Voice: Vocal Aesthetics in Digital Arts and Media. [REVIEW]Jonathan Alexander - 2015 - Body and Society 21 (1):127-133.
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  • The Intelligence of Player Habits and Reflexivity in Magic: The Gathering Arena Limited Draft.Feng Zhu - 2023 - Angelaki 28 (3):38-55.
    This paper considers how players of Magic: The Gathering (MTG) limited draft turn their acquired gameplay style or disposition (their MTG “gamer habitus”), with respect to drafting, into an object of knowledge. This is done in order to then consciously rework it, to respond to new formats and to the changing metagame. I will focus on a particular case study: how streamer Chord_O_Calls' instructional video shows his own re-evaluation of certain cards. Evidently, it is a process requiring reflexivity, although I (...)
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  • Video Games and the Cerebral Subject: On Playing Call of Duty: Modern Warfare 3.Pasi Väliaho - 2014 - Body and Society 20 (3-4):113-139.
    This article engages with the fabrication of experiences in first-person shooter video games. On one hand, it explores the forms of affective and cognitive engagement this novel type of immersive imagery demands of the player. On the other hand, the article speculates on how video games images resonate and coincide with other key practices and imaginations defining the political reality of life today. What (at least according to some accounts) matters most in the politics of life today is a particular (...)
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  • Mimesis as mediation: A dialectical conception of the videogame interface.Benjamin Nicoll - 2016 - Thesis Eleven 137 (1):22-38.
    Phenomenological accounts of technology, mediation, and embodiment are beginning to problematize traditional distinctions between subject and object. This shift is often attributed to a material or post-human turn since it is usually associated with an interest in the non-human actors and objects that make media interfaces possible. This article contends that these tendencies should also be considered part of a deeper lineage of dialectical thought in critical theory. Using videogames as an example, I argue that academic debates related to the (...)
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  • Mimesis as mediation: A dialectical conception of the videogame interface.Benjamin Nicoll - 2016 - Thesis Eleven 137 (1):22-38.
    Phenomenological accounts of technology, mediation, and embodiment are beginning to problematize traditional distinctions between subject and object. This shift is often attributed to a material or post-human turn since it is usually associated with an interest in the non-human actors and objects that make media interfaces possible. This article contends that these tendencies should also be considered part of a deeper lineage of dialectical thought in critical theory. Using videogames as an example, I argue that academic debates related to the (...)
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