{"product_id":"a-play-of-bodies-how-we-perceive-videogames-paperback","title":"A Play of Bodies: How We Perceive Videogames - Paperback","description":"\u003cdiv\u003e\u003cp style=\"text-align: right;\"\u003e\u003ca href=\"https:\/\/reportcopyrightinfringement.com\/\" target=\"_blank\" rel=\"nofollow\"\u003e\u003cb\u003eReport copyright infringement\u003c\/b\u003e\u003c\/a\u003e\u003c\/p\u003e\u003c\/div\u003e\u003cp\u003eby \u003cb\u003eBrendan Keogh\u003c\/b\u003e (Author)\u003c\/p\u003e\u003cp\u003e\u003cb\u003eAn investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other.\u003c\/b\u003e \u003c\/p\u003e\u003cp\u003e\u003c\/p\u003eOur bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in \u003ci\u003eA Play of Bodies\u003c\/i\u003e, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? \u003cp\u003e\u003c\/p\u003eKeogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of \u003ci\u003eco-attentiveness\u003c\/i\u003e to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the \"hacker,\" representing the hegemonic, masculine gamers concerned with control and configuration; and the \"cyborg,\" less concerned with control than with embodiment and incorporation.\u003ch3\u003eAuthor Biography\u003c\/h3\u003e\u003cp\u003eBrendan Keogh is a senior lecturer in the School of Communication and a chief investigator of the Digital Media Research Centre at the Queensland University of Technology. His books include of \u003ci\u003eA Play of Bodies: How We Perceive Videogames\u003c\/i\u003e and, as coauthor, \u003ci\u003eThe Unity Game Engine and The Circuits of Cultural Software\u003c\/i\u003e.\u003c\/p\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eNumber of Pages:\u003c\/strong\u003e 248\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eDimensions:\u003c\/strong\u003e 0.57 x 9 x 6 IN\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003ePublication Date:\u003c\/strong\u003e October 28, 2025\u003c\/div\u003e\n            ","brand":"BooksCloud","offers":[{"title":"Default Title","offer_id":53335361159533,"sku":"9780262055819","price":70.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/1001\/0823\/9213\/files\/w6CaIHsASJ9780262055819.webp?v=1778894155","url":"https:\/\/cleanfreaklab.myshopify.com\/products\/a-play-of-bodies-how-we-perceive-videogames-paperback","provider":"Clean Freak Lab","version":"1.0","type":"link"}