Affiliation:
1. Queensland University of Technology
Abstract
This article considers what broadcasts of video game play, transmitted through livestreaming platform Twitch.tv, can contribute to discussions around technology, materiality, embodiment and affect in videogaming – an interdisciplinary set of concerns for researchers in the humanities and social sciences. Specifically, I outline the methodological value of Twitch as a tool for addressing video game play as a post-phenomenological concern – providing a perspective of play as not emerging from an autonomous human subject, but from exchanges between humans and non-humans. To demonstrate this, this article discusses observations of livestreamed play of the popular PC-based rhythm game Osu. These observations spotlight how video game play operates as a messy and ongoing relation between bodies and technology, as well as demonstrates how Twitch streams can attend to the often taken-for-granted relations between non-human objects in play, which in turn shape the status of the body as it meets the game.
Subject
Computer Graphics and Computer-Aided Design,Computer Science Applications,Human-Computer Interaction
Reference68 articles.
1. Allison, F., Carter, M., Gibbs, M. and Smith, W. (2018), ‘Design patterns for voice interaction in games’, Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, October, New York: ACM Press, pp. 5–17.
2. Watching people is not a game: Interactive online corporeality, Twitch.tv and video game streams;Game Studies,2017
3. Teleplastic technologies: Charting practices of orientation and navigation in videogaming;Transactions of the Institute of British Geographers,2010
4. Technologies of captivation: Video games and the attunement of affect;Body and Society,2013
Cited by
3 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献