Visions of the material body: Twitch.tv and post-phenomenology

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2020-10-01 DOI:10.1386/JGVW_00018_1
Ben Egliston
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引用次数: 2

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.
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物质本体的视觉:Twitch.tv与后现象学
本文考虑了通过直播平台Twitch.tv传输的视频游戏广播,可以促进围绕视频游戏中的技术、物质性、体现和影响的讨论,这是人文和社会科学研究人员关注的一系列跨学科问题。具体而言,我概述了Twitch作为一种工具的方法论价值,将电子游戏作为一种后现象学关注的问题来处理——提供了一种游戏的视角,认为它不是从一个自主的人类主体中产生的,而是从人类与非人类之间的交流中产生的。为了证明这一点,本文讨论了流行的基于PC的节奏游戏Osu的直播游戏的观察结果。这些观察结果突显了电子游戏是如何作为身体和技术之间混乱而持续的关系运作的,并展示了Twitch流如何处理游戏中非人类物体之间通常被视为理所当然的关系,而这种关系反过来又塑造了身体在与游戏相遇时的状态。
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CiteScore
1.10
自引率
25.00%
发文量
8
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