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DiGRA
This extended abstract, presented at DiGRA 2018, proposes that avatar-kinaesthetics in Horizon: Zero Dawn (Guerrilla Games, 2017) can function as characterisation statements, meaning that the combined haptic feedback of the PlayStation 4 DualShock controller and the audiovisual representation of avatar movement communicate information about the character dimension of the playable figure, not merely immersion. The authors argue that this kinaesthetic engagement strengthens the prosthetic relationship between player and avatar (drawing on Klevjer's 2007 account) while also conveying traits such as Aloy's weight, her childhood versus adult physicality, and her skill as a hunter, as when fully drawing a bow.
The study situates itself between two research strands: game studies work on kinaesthetic play, including Karhulahti, Calleja, Newman, and Swink, and character-focused scholarship that adapts narrative theory, such as Lankoski's and Vella's revisions of Margolin's characterisation statements. Its theoretical grounding combines cognitive science definitions of kinaesthesia as perceptual awareness of bodily movement with multimodal presence research from human-computer interaction, which holds that integrated visual, aural, and haptic cues enhance presence.
The analysis is a conceptual and close-reading study of a single case rather than an empirical investigation. No survey, sample, or quantitative data is reported; the method consists of examining specific in-game actions and their feedback as they are experienced through the controller. Scope is limited to one third-person, PlayStation 4-exclusive game, and the authors exclude haptic feedback occurring during non-controllable cutscenes, restricting attention to player-performed actions.