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The paper argues that the player's physical body and her vicarious bodily presence in a game's virtual world together meet the actual and the virtual. It extends childhood make-believe play into digital games.
This theoretical paper examines how kinaesthetic experience shapes play in digital games, arguing that the player's physical body and her vicarious bodily presence in a game's virtual world together form an interface through which the actual and the virtual meet. Beginning with childhood make-believe play, where the body bridges imagined and physical worlds, the work frames digital play as an extension of this bodily engagement. It draws on game studies scholarship, including the notions of ergodic effort, kinaesthetic form, and the playable figure, to explore how players come to experience pleasure through mastering a game's control logic.
The central claim is that figure-based games, typically controlled through a gamepad, cultivate an embodied literacy in which the controller's input schematics become internalized until on-screen movement feels unmediated. The author contends that this process forms a shared kinaesthetic economy within gaming communities, analogous to a dancer's mastery of pose and posture. Dance games are presented as a contrasting case, in which the player's own body functions directly as the interface, requiring players to act simultaneously as dancers and gamers and to mirror a virtual tutor through what the work terms kinaesthetic vision.
The paper's scope is primarily conceptual rather than empirical. It proposes no survey data, sample, or experimental methodology; instead it builds its argument through theoretical analysis and close reading of existing literature on dance games, cybertext, and game phenomenology. The conclusions are therefore framed as hypotheses, such as the suggestion that these digital kinaesthetic experiences persist in players' motor repertoires and may reshape how they perceive their bodies in the non-digital world.
Game Developers Conference · 2017