Abstract
This study focuses on the analysis of corporeality and its performativity in video games within the context of the player's interaction with digital nature. It examines games where nature acts as an active agent, influencing the bodily experiences of the character, such as fatigue, hunger, and adaptation to weather conditions. The application of Judith Butler's performativity theory helps to understand how corporeality in games is constructed through repetitive actions and interactions with the environment. The analysis includes the examination of gender representations, the deconstruction of binary oppositions, and the influence of interfaces on the player's perception of the body. The research demonstrates that corporeality in video games is a dynamic process that changes through interactions with nature and game mechanics, shaping unique forms of bodily experience. The findings contribute to understanding video games as a platform for rethinking corporeality and cultural norms.
References
Anderson, S. L. (2016a). Gaming Bodies: Video Game Corporeality in Characters, Players, and Representations [Thesis or Dissertation, University of Minnesota]. https://hdl.handle.net/11299/182253
Anderson, S. L. (2016b). Turning pixels into people: Procedural embodiedness and the aesthetics of third-person character corporeality. Journal of Games Criticism, 3(2), 1–31.
Anderson, S. L. (2017). The corporeal turn: At the intersection of rhetoric, bodies, and video games. Review of Communication, 17(1), 18–36. https://doi.org/10.1080/15358593.2016.1260762
Bayliss, P. (2010). Videogames, Interfaces, and the Body: The importance of embodied phenomena to the experience of videogame play [Doctoral Thesis]. RMIT University.
Butler, J. (1990). Gender trouble: Feminism and the subversion of identity. Routledge.
Butler, J. (2015). Notes Toward a Performative Theory of Assembly. Harvard University Press. https://doi.org/10.4159/9780674495548
Crick, T. (2011). The Game Body: Toward a Phenomenology of Contemporary Video Gaming. Games and Culture, 6(3), 259–269. https://doi.org/10.1177/1555412010364980
Donald, I., & Reid, A. (2020). The wild west: Accuracy, authenticity and gameplay in red dead redemption 2. Media Education Journal, 66, 15–23.
Hayles, N. K. (2000). How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics. Public Understanding of Science, 9(4), 464–465. https://doi.org/10.1088/0963-6625/9/4/704
Horbiński, T., & Zagata, K. (2021). Map Symbols in Video Games: The Example of “Valheim.” KN - Journal of Cartography and Geographic Information, 71(4), 269–283. https://doi.org/10.1007/s42489-021-00085-0
Merleau-Ponty, M. (1962). Phenomenology of perception (C. Smith, Trans.). Routledge.
Shaviro, S. (2010). Post-Cinematic Affect: On Grace Jones, Boarding Gate and Southland Tales. Film-Philosophy, 14(1), 1–102. https://doi.org/10.3366/film.2010.0001
Ventomäki, H. (2022). Representation of nature in Red Dead Redemption 2 [Master Thesis]. University of Oulu.
This work is licensed under a Creative Commons Attribution 4.0 International License.