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Embodied interaction, coordination and reasoning in computer gameplay
Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningscentrum för Informationsteknologi. (Interaction Lab / Media, Technology and Culture)
2014 (engelsk)Inngår i: The Routledge Handbook of Embodied Cognition / [ed] Lawrence Shapiro, New York: Routledge, 2014, s. 184-193Kapittel i bok, del av antologi (Fagfellevurdert)
Abstract [en]

Embodied cognition has received increasing interest, as seen in research on the many subjects ranging from sensorimotor processes to cultural aspects (e.g., Clark 2011; Gibbs 2005; Robbins & Aydede 2009/Eds.; Shapiro 2011). There is no one unified conception of the mind, but a general claim is that cognition is grounded in bodily experiences and is distributed across brain, body and environment (e.g., Clark 1997; 2011). Cognition is a complex phenomenon, and as stated by Gibbs (2005: 9), it is “what occurs when the body engages the physical, cultural world and [it] must be studied in terms of the dynamical interactions between people and the environment”. This chapter will discuss embodied interaction, coordination and reasoning in computer gameplay, and the construction of a cooperative two player computer game to accord with the embodied nature of cognition and action. The computer game discussed here, “The search for the gold reserve”, was developed specifically to be installed as an integral part of an adventure tour in a military fortress. The game was constructed so that players’ whole bodies would be engaged in the gameplay, thereby enhancing the gameplay experience. Playing the game is an “embodied practical activity” (O’Connor & Glenberg 2003) comprising a mesh of interrelations between the player’s own body, co-players, the players’ cognitions, game devices and the physical context of game play, virtual environment and socio-cultural aspects. […] The discussion will bring out sensori-motoric, contextual and socio-cultural aspects of embodiment, as embodiment concurrently cuts across the different aspects. Sensori-motoric aspects are mainly discussed in relation to the game’s input/output devices, and the intercoupling between players and the game. Contextual aspects are brought forth by the game environment and the game’s relation to the whole adventure tour, and socio-cultural aspects come to the fore through players cooperative problem solving.

sted, utgiver, år, opplag, sider
New York: Routledge, 2014. s. 184-193
Serie
Routledge Handbooks in Philosophy
HSV kategori
Forskningsprogram
Teknik; Humaniora-samhällsvetenskap; Interaction Lab (ILAB); Media, Technology and Culture (MTEC)
Identifikatorer
URN: urn:nbn:se:his:diva-9575DOI: 10.4324/9781315775845Scopus ID: 2-s2.0-84955412144ISBN: 978-0-415-62361-2 (tryckt)ISBN: 978-1-315-77584-5 (tryckt)OAI: oai:DiVA.org:his-9575DiVA, id: diva2:728608
Tilgjengelig fra: 2014-06-24 Laget: 2014-06-24 Sist oppdatert: 2018-09-04bibliografisk kontrollert

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