INTERACTIVE VIDEO-GAMING AND THE NEW POSSIBILITIES FOR BODILY ACTION AND IMAGINATION

Authors

  • Nino Ferrin
  • Michalis Kontopodis

DOI:

https://doi.org/10.14572/nuances.v26i1.3823

Keywords:

Technography, Body image, Video games

Abstract

Video games can open possibilities for bodily action and imagination of the youths, especially the newer forms of video games. We will discuss it through two case studies of media sporting activities with the game “Nintendo Wii”, in which the game is handled by corporal movements. The performative use of new media enables the actor-actant to recognize or misrecognize his/her abilities, since the media changes radically one’s world- and self-views. In order to deal with these basic assumptions a symmetrical anthropology of “human” and “things” is proposed as consequence of the concept of technography as field research is introduced. The examples of two young contenders playing the Wii-Sports game “boxing” and a 40-year old man playing bowling reveal the interconnectedness between player and avatar, body and image of the body as well as between image and imagination.

http://dx.doi.org/10.14572/nuances.v26i1.3823

Downloads

Download data is not yet available.

Published

2015-09-22

How to Cite

FERRIN, N.; KONTOPODIS, M. INTERACTIVE VIDEO-GAMING AND THE NEW POSSIBILITIES FOR BODILY ACTION AND IMAGINATION. Nuances: estudos sobre Educação, Presidente Prudente, v. 26, n. 1, p. 132–147, 2015. DOI: 10.14572/nuances.v26i1.3823. Disponível em: https://revista.fct.unesp.br./index.php/Nuances/article/view/3823. Acesso em: 22 nov. 2024.

Issue

Section

Dossiê