Cited by 2Digital Games and MediaPhenomenology and Existential PhilosophyDigital Media and Philosophy

Carnal Hermeneutics and the Digital Game

Open access
Martin, Paul·2018·Journal of the Philosophy of Games

Abstract

Carnal hermeneutics claims that the body makes sense of the world by making distinctions and evaluating those distinctions in a non-predicative mode. This article makes the case that ludohermeneutics can be enriched by attending to the way in which the body makes sense of digital games and advances carnal hermeneutics as a way of theorising this process. The article introduces carnal hermeneutics, argues for its relevance to ludo-hermeneutics, and outlines three examples of how carnal hermeneutics can be used to theorise sense-making in digital games. The first example demonstrates the capacity for touch-screen games to put us in a new relationship with the image. The second example shows how generic control schemas can take on new meanings in different games. The third example shows how marketing of game controllers draws on conventional attitudes to touch to make digital game touch meaningful.

AI snapshot

Written from the paper’s full text.

TL;DR

Carnal hermeneutics claims the body makes sense of the world by making and evaluating distinctions in a non-predicative mode, and this article argues that ludohermeneutics can be enriched by attending to how the body makes sense of digital games. It develops this through three examples: a touch-screen game, an indie PC game, and console controller marketing.

Key findings

  • Carnal hermeneutics treats bodily sense-making as interpretation: the body does not merely receive information but makes distinctions and evaluates them non-predicatively, prior to predicative statements about what a game means.
  • In *La Petite Mort*, a touch-screen game with four different vulvas that respond to touch location, duration, and speed, the analysis argues the game encourages players to “take” the image as an autonomous participant in a common experience rather than as an object to be dominated.
  • In *Dear Esther*, which shares the Source engine and art assets with *Half-Life 2*, familiar FPS controls such as SHIFT, SPACE, and right mouse are drained of function; the body’s failed re-enactment of generic control memory makes absence meaningful and can connect to the game’s themes of loss, grief, and guilt.
  • Console controller marketing frames touch differently: PS4 and Xbox One wireless controllers emphasize precision, accuracy, speed, comfort, and immersion; PlayStation Move emphasizes “feel” and delivery “directly to the palm of your hand”; Wii-U emphasizes familial connection; Kinect 2 emphasizes “command” and “You are the controller,” framing the player as master and computer as subordinate while bypassing touch’s chiasm.

Methods

  • Theoretical/philosophical article in ludohermeneutics; it introduces Richard Kearney’s carnal hermeneutics and argues for its relevance to digital game interpretation.
  • Uses three close-reading examples: the touch-screen mobile game *La Petite Mort* (Lovable Hat Cult 2016), the indie PC game *Dear Esther* (Pinchbeck 2012), and marketing copy for console controllers including Xbox One, PlayStation 4, PlayStation Move, Wii-U, and Kinect 2.
  • Analysis is phenomenological/hermeneutic, drawing on Merleau-Ponty, Heidegger, Gadamer, Fuchs, and others; the author states he relies on his own experiences playing computer games.

Limitations

  • The paper states: “In this article I have relied on my own experiences playing computer games,” and it suggests empirical research comparing how different players use their bodies to make sense of games as a potentially fruitful area.
  • The paper notes that its examples focus mainly on touch, while carnal hermeneutics is not simply “tactile hermeneutics”; touch is multisensory and difficult to isolate from kinaesthetic and proprioceptive systems.
  • Evident from the text: there is no systematic empirical sample, formal coding, or generalizable player data; the claims rest on the author’s close readings of selected games and marketing copy.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.5617/jpg.2934

Cites

33 of 33 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Claims the paper makes

0 of 69 cited sources checked · 0 supported · 0 flagged

  • Findingreasoning

    A player familiar with Call of Duty 3 will not need to learn the basic WASD movement pattern when picking up Call of Duty 4.

    “A player familiar with Call of Duty 3 will not need to learn the basic WASD movement pattern when picking up Call of Duty 4.”
    Quote in the paperSubstantial claim
  • Interpretationreasoning

    Digital games are a rich case study for carnal hermeneutics.

    “If interpretation does start in the body then one would expect that the breadth and complexity of body configurations in gameplay make digital games a rich case study for carnal hermeneutics.”
    Quote in the paperNot a substantial claim
  • Premisenone given

    In many embodiment accounts the body is the site of affect or form, but references to interpretation and understanding are rare.

    “In many of these accounts the body is the site of affect or form, but references to interpretation and understanding are rare.”
    Quote in the paperSubstantial claim0 of 3 sources checked
    • cites Nørgård 2010b

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Kirkpatrick 2009

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Flynn 2008
  • Interpretationcitation

    Players make sense of digital games through sensation in a non-predicative, pre-linguistic mode from within the event of play, by evaluating distinctions.

    “the article argues that we make sense of games through sensation in a non-predicative, pre-linguistic mode whereby we evaluate distinctions.”
    • Also stated in: § Introduction · plain
      “It takes the position that players actively make sense of the game from within the event of play in a pre-linguistic mode of sensation”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Kearney (2015) source
    • The authors state this as an assumption: Non-predicative, non-linguistic sense-making counts as a form of interpretation.
  • Premisereasoning

    Embodiment scholarship has largely bracketed the relationship between the body and hermeneutics.

    “it has largely bracketed the relationship between the body and hermeneutics.”
    Quote in the paperSubstantial claim0 of 3 sources checked
    • cites Nørgård 2010b

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Kirkpatrick 2009

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Flynn 2008
  • Classified as probably not a substantial claim. 104
  • May combine two claims. 49
  • The quote only partly states this claim. 4
  • Classified as probably not a substantial claim. May combine two claims.

    Findingnone given

    At the same time the finger experiences the resistance of the flat, smooth surface, and the eye catches the finger as a visible thing.

    “But at the same time the finger experiences (is touched by) the resistance of the flat, smooth surface, and the eye catches the finger as a visible thing.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Findingnone given

    In La Petite Mort, a heavily pixelated image of a vulva fills the mobile screen; the player's goal is to simulate a climax by touching the image in the right way.

    “In La Petite Mort a heavily pixelated image of a vulva fills the mobile screen; the player's goal is to simulate a climax by touching the image in the right way.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Findingreasoning

    When there is a harsh sound and colours rapidly fade, I immediately know what it means without second-order interpretation; this is still an interpretation.

    “When there is a harsh sound and the colours rapidly fade I immediately know what it means.There is no need for any second-order interpretation: the finger stops what it is doing straight away.This is still, however, an interpretation.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: The player's play-through is a valid source of data for understanding interpretation in digital games.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingnone given

    The game features four different vulvas, each of which respond in different ways to different combinations of touch.

    “The game features four different vulvas, each of which respond in different ways to different combinations of touch.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Findingown data

    In my play-through, the process is not without predicative assertions or conscious hypothesis testing, but at moments the body takes a lead on interpretation.

    “This process is not without predicative assertions or the conscious forming and testing of hypotheses.However, this is not all that is happening.At moments, the body is taking a lead on interpretation.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: The player's play-through is a valid source of data for understanding interpretation in digital games.
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Findingreasoning

    Passing over the screen, the finger explores the image, creating differences that the eye and ear follow and the player-body makes sense of.

    “Passing over the screen, the finger explores the image, creating differences that the eye and ear follow and the player-body makes sense of.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Findingnone given

    The screen registers location and duration of touch as well as speed of movement.

    “The screen registers location and duration of touch as well as speed of movement.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Findingnone given

    In La Petite Mort the eye is usually focussed behind the finger-taking in the differentiations the finger effects on the image.

    “In La Petite Mort the eye is usually focussed behind the finger-taking in the differentiations the finger effects on the image.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Findingnone given

    A player of PC games moving a character in three-dimensional space will adopt a similar configuration of hands across different games (e.g., Half-Life 2, Thief, Skyrim), and this generic configuration is generally adopted across different games and, within limits, across game genres.

    “For example, if I sit down to play a PC game in which I move a character in three-dimensional spacewhether that is the quite different games of Half-Life 2, Thief, or Skyrim-I will adopt a similar configuration of my hands.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingcitation

    Controllers are always described by their manufacturers in terms of control, but this control is framed differently for the wireless controllers of Xbox One and PlayStation 4, the tactile gestural controllers of PlayStation Move and Nintendo Wii-U, and the touchless controller of Microsoft's Kinect 2.

    “Controllers are always, as one would expect, described by their manufacturers in terms of control, but this control is framed differently for the wireless controllers of the Xbox One (Microsoft 2016a) and the PlayStation 4 (Sony 2016a), the tactile gestural controllers of PlayStation Move (Sony 2016b) and the Nintendo Wii-U (Nintendo 2016) and the touchless controller of Microsoft's Kinect 2 (”
    Quote in the paperNot a substantial claim0 of 3 sources checked
    • cites Microsoft 2016a

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Sony 2016a

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Sony 2016b

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingcitation

    The copy for the Wii-U's controller emphasises how this controller connects players together, but also creates a 'relationship' between the player and the television/console.

    “The copy for the Wii-U's controller, which is a tablet that serves both as a controller and a second screen, emphasises how this controller connects players together, but also creates a”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims. The quote only partly states this claim.

    Findingcitation

    Descriptions of the wireless controllers for Sony's PlayStation 4 and Microsoft's Xbox One emphasise precision, accuracy, speed, and comfort, using terms like 'intensity' and 'feel' to describe immersion through force feedback.

    “Descriptions of the wireless controllers for Sony's PlayStation 4 and Microsoft's Xbox One emphasise precision, accuracy, speed, and comfort.The copy uses terms like”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingcitation

    The PlayStation Move draws on a discourse of 'feeling' and the immediate connection between the player and the gameworld, claiming game experiences are 'delivered directly to the palm of your hand'.

    “The PlayStation Move also draws on a discourse of”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Findingnone given

    In Dear Esther, pressing the SHIFT key does nothing.

    “In Dear Esther, pressing the SHIFT key does nothing.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Findingown data

    The Kinect 2's ad copy is markedly different from the wireless controllers, PlayStation Move, and Wii-U; it is about power, with the keyword 'command'.

    “The Kinect 2's ad copy is markedly different from this.If the wireless controllers are about precision, the PlayStation Move is about feel, and the Wii-U is about a familial relationship with technology, the Kinect 2 is about power.The keyword in Kinect 2's copy is”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingreasoning

    The phrase 'Navigate your console without lifting a finger' shows the ease with which the player can make the Kinect 2 do its bidding.

    “The ease with which the player can make the Kinect 2 do its bidding is seen in the phrase”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingreasoning

    At the level of the body, and taking Merleau-Ponty's definition of understanding as harmony between intention and performance, the body understands the SHIFT key as sprint in Half-Life 2 but fails to understand it, at least initially, in Dear Esther.

    “At the level of the body, and taking Merleau-Ponty's definition of understanding as harmony between intention and performance, my body understands the SHIFT key as sprint in Half-Life 2 but fails to understand it, at least initially, in Dear Esther.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    The role of touch in interpretation has been discussed in other media forms, such as cinema.

    “The role of touch in interpretation has been discussed in other media forms, for example in cinema (Sobchack 2004;Marks 2000).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Sobchack 2004 source
    • cites Marks 2000

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S4 (based).

    Premisereasoning

    There is a gap in the literature: theory addressing the link between the body and interpretation in games is missing.

    “what is missing is the development of theory that addresses the link between the body and in-terpretation in games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    In making distinctions, the body is making sense of the world; this is a form of understanding and interpretation.

    “In making distinctions the body is making sense of the world.This is a form of understanding; a form of interpretation.”
    • Also stated in: § The Body, Meaning and Carnal Hermeneutics · plain
      “To summarise: carnal hermeneutics claims that the body does not merely receive information but makes sense of the world.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    If carnal hermeneutics succeeds in its general aim, it should be applicable to the narrower sphere of digital game interpretation.

    “If carnal hermeneutics succeeds in this general aim it should be applicable to the narrower sphere of digital game interpretation.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Touch and taste are at the heart of carnal hermeneutics, being the foundation on which all distinctions we make in the world rest.

    “Touch and taste are at the heart of a carnal hermeneutics, being the foundation on which all distinctions we make in the world rest.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Kearney 2015 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Behrenshausen convincingly argues that attending to senses other than the visual would lead to a richer understanding of how games are actually experienced by players.

    “This would, he convincingly argues, lead to a richer understanding of how games are actually experienced by players.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Behrenshausen (2007) source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    The privileging of sight (and sound and language) is evident in some game scholarship.

    “The privileging of sight (and, we might add sound and language) is certainly evident in some game scholarship”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning

    Applying carnal hermeneutics to digital games addresses the fundamental ways that players make sense of digital game playing through sensation.

    “Applying carnal hermeneutics to digital games addresses the fundamental ways that players make sense of digital game playing through sensation.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    Carnal hermeneutics is Kearney's attempt to recall the body to the sphere of interpretation.

    “Carnal hermeneutics is Kearney's attempt to recall the body to the sphere of interpretation.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Kearney (2015) source
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    Games offer an interesting example of the interaction of text, meaning and body, and so help to extend Kearney's discussions of carnal hermeneutics in new directions.

    “Games offer an interesting example of the interaction of text, meaning and body, and so help to extend Kearney's discussions of carnal hermeneutics in new directions.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Kearney (2015) source
  • Classified as probably not a substantial claim.

    Premisecitation

    Kearney's carnal hermeneutics is an attempt to theorise understanding as such rather than how understanding takes place in relation to a particular kind of text.

    “It is, then, an attempt to theorise understanding as such rather than how understanding takes place in relation to a particular kind of text.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Kearney (2015) source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Kearney sees the great achievement of Husserl and his followers to be the establishment of the body as a site of philosophy.

    “Kearney (2015) sees the great achievement of Husserl and his followers to be the establishment of the body as a site of philosophy.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Kearney (2015) source
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    Perception is to perceive difference in our perceptual field and to evaluate this difference in a pre-linguistic, non-predicative way.

    “perceive is to perceive difference in our perceptual field and to evaluate this difference in a pre-linguistic, non-predicative way.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    Carnal hermeneutics claims that the body makes sense of the world by making distinctions and evaluating those distinctions in a non-predicative mode.

    “Carnal hermeneutics claims that the body makes sense of the world by making distinctions and evaluating those distinctions in a non-predicative mode.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Kearney (2015) source
  • May combine two claims.

    Interpretationcitation

    Bodily interpretation is not predicative (not in mental representations or linguistic statements); it is evaluative without being predicative.

    “The kind of interpretation that the body engages in is evaluative without being predicative.”
    • Also stated in: § The Body, Meaning and Carnal Hermeneutics · plain
      “Interpretation in the body is not predicative, either in terms of mental representations or linguistic statements.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Heidegger 2008

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • Rests on an assumption: Traditionally, hermeneutics has concerned itself with interpretation of statements in abstract, symbolic systems, such as language.
  • May combine two claims.

    Premisecitation

    Touch is multisensory: it does not have a single proper sensible but many possible proper sensibles (e.g., temperature, pressure), and is strongly mediated by body position and motion (kinaesthetic and proprioceptive systems).

    “Touch is alone in not having a single proper sensible but many possible proper sensibles, such as temperature and pressure.What we experience as touch is also strongly mediated by body position and motion, and so the kinaesthetic and proprioceptive systems are intimately involved in most experiences of touch.”
    Quote in the paperSubstantial claim0 of 2 sources checked
    • cites Aristotle 2001

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Giddings and Kennedy 2010 source
  • Classified as probably not a substantial claim.

    Premisecitation

    Ludo-hermeneutics encourages us to situate the player-interpreter not outside the game looking in but as a participant in an event that is both in need of interpretation and, in a recursive fashion, constituted by interpretation.

    “it encourages us to situate the player-interpreter not outside the game looking in but as a participant in an event that is both in need of interpretation and, in a recursive fashion, constituted by interpretation.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Aarseth (2013)

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationnone given

    The meaning of touch is not universal; what touch (or its absence) means is mediated by marketing of digital games and more fundamental cultural associations.

    “In the last example I argue that the meaning of touch is not universal.What touch (or its absence) means is mediated by marketing of digital games, and also more fundamental cultural associations.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    One cannot imagine a sentient organism that is not also sensible.

    “One cannot imagine a sentient organism that is not also sensible.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Merleau-Ponty (1968)
  • Classified as probably not a substantial claim.

    Interpretationreasoning

    The game leaves room for touch to take a leading role in how the player makes sense of the image.

    “However, it is also leaving room for touch to take a leading role in how the player makes sense of the image.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationcitation

    Some touch-screen games put players in touch with the image, and these games provide a potential counter-argument to the idea that digital technology represents a deadening of touch and an alienation from the world.

    “Not all touch-screen games make use of this capacity to put us in touch with the image.But those that do show a potential counter-argument to the idea that digital technology represents a deadening of touch (Classen 2005, 404) and an alienation from the world (Robins 1996, Monbiot 2017).”
    Quote in the paperSubstantial claim0 of 3 sources checked
    • cites Classen 2005, 404

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Robins 1996
    • cites Monbiot 2017

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    We should expect designed experiences like digital games to modulate this awareness depending on specific design decisions.

    “Similarly, we should expect designed experiences like digital games to modulate this awareness depending on specific design decisions.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Merleau-Ponty's carnal hermeneutics (the chiasm, the flesh of the world) is applicable to digital game play.
  • Classified as probably not a substantial claim.

    Interpretationreasoning

    The decisions that designers make when producing a game have implications for both abstract reasoning and carnal sense-making.

    “The decisions that designers make when producing a game have implications for both kinds of sense-making.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning

    The way that the senses interact in La Petite Mort intertwines the player and the image in a relationship that neither places the player absolutely outside the image nor collapses the difference between player and image.

    “The way that the senses interact in La Petite Mort intertwines the player and the image in a relationship that neither places the player absolutely outside the image nor collapses the difference between player and image.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: Merleau-Ponty's carnal hermeneutics (the chiasm, the flesh of the world) is applicable to digital game play.
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    Just as the player-body knows itself to be not just a thing in the world but also a sentient and searching subject, so too we must grant the image its subjectivity.

    “And just as the player-body knows itself to be not just a thing in the world, but also a sentient and searching subject, so too we must grant the image its subjectivity.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Other scholars have discussed the importance of the body in games in a way that brings us close to a carnal hermeneutics.

    “Other scholars have discussed the importance of the body in games in a way that brings us close to a carnal hermeneutics.”
    Quote in the paperNot a substantial claim0 of 3 sources checked
    • cites Calleja 2007 source
    • cites Nørgård 2011

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Kirkpatrick 2009

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Interpretationnone given

    The self that makes predicative statements about what a game means is only one form of interpretation, and it is based on a prior form of non-predicative differentiations at the level of the body.

    “It is a central claim of my argument that the self that makes predicative statements to do with what a game means is only one form of interpretation, and one that is based on a prior form of non-predicative differentiations at the level of the body.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    Here is sensation as sense-making.

    “Here is sensation as sense-making.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationnone given

    Games from the same genre often have common patterns of touch, and designers can mine the embodied memory of this generic touch to create meaningful game experiences.

    “In the second example I argue that games from the same genre often have common patterns of touch, and that designers can mine the embodied memory of this generic touch to create meaningful game experiences.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Premisereasoning

    We become aware of our bodies in this way in ordinary life too as different activities distribute our awareness differently.

    “The above experiment shows the chiasm brought into awareness, but we become aware of our bodies in this way in ordinary life too as different activities distribute our awareness differently.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationown data

    La Petite Mort encourages this interpretation through its use of touch-screen interface, visual imagery and sound.

    “The game encourages this interpretation through its use of touch-screen interface, visual imagery and sound.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Premisereasoning

    Sometimes one becomes keenly aware of this doubleness-of ourselves as sentient and sensible.

    “Sometimes one becomes keenly aware of this doubleness-of ourselves as sentient and sensible.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation

    The experiment of touching the right hand with the left hand demonstrates that the right hand shifts from an interrogating subject to a thing among things; this brings to awareness an intertwining between self and world that is the constant state of existence.

    “What is happening here, Merleau-Ponty argues, is that the right hand is shifting from an interrogating subject touching an object in the world to a thing among things; an object of your body's attention.This experiment only brings to awareness an intertwining (or chiasm, or crossing) between the self and the world that is the constant state of existence.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Merleau-Ponty (1968)
  • Classified as probably not a substantial claim.

    Premisereasoning

    Touch is the sense used in this experiment because it most easily brings the chiasm into our awareness.

    “Touch is the sense used in this experiment not because it is the only sense through which this intertwining happens but because it is the sense that most easily brings the chiasm into our awareness.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    The image represents for the player-body a thing in the world, but so does the player-body.

    “The image represents for the player-body a thing in the world but, importantly, so does the player-body.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    Applying the touch-in-interpretation approach to digital games presents a new set of issues.

    “Applying this approach to digital games presents a new set of issues.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    Merleau-Ponty claims that we can only perceive because we are perceptible.

    “Merleau-Ponty (1968) claims that we can only perceive because we are perceptible.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Merleau-Ponty (1968)
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation

    By avoiding identifying the woman as a particular audio-visual type, the game is treading familiar ground in feminist thought and game design.

    “By avoiding the route of identifying the woman as a particular audio-visual type the game is treading familiar ground in feminist thought and game design (Pozo 2015).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Pozo 2015

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationreasoning

    The difference in La Petite Mort lies partly in how the game sets up structures through which the player understands his or her relationship to the image as one of independent equals, and that this understanding happens through the body in the intertwining of self and image, the visible and the tangible.

    “I claim that the difference lies partly in how the game sets up structures through which the player understands his or her relationship to the image as one of independent equals, and that this understanding happens through the body in the intertwining of self and image, the visible and the tangible.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Merleau-Ponty's carnal hermeneutics (the chiasm, the flesh of the world) is applicable to digital game play.
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationnone given

    In games, we understand our relationship to the image through an intertwining of self and image, the visible and the tangible.

    “In the first example, I focus on the touch-screen and claim that in games we understand our relationship to the image through an intertwining of self and image, the visible and the tangible.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Merleau-Ponty's carnal hermeneutics (the chiasm, the flesh of the world) is applicable to digital game play.
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    We are left with an insistent reminder of our body in both its interrogatory and passive modes.

    “What we're left with is an insistent reminder of our body in both its interrogatory and passive modes.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationnone given

    When playing a game, we understand our relationship to the digital image through a combination of abstract reasoning and non-predicative carnal interpretations.

    “When playing a game, we understand our relationship to the digital image through a combination of abstract reasoning and non-predicative carnal interpretations.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Merleau-Ponty's carnal hermeneutics (the chiasm, the flesh of the world) is applicable to digital game play.
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.

    Premisenone given

    To be the sort of being that can see one must also be capable of being seen, but it is easier to remain unaware of our intertwining with the world in vision than in touch.

    “To be the sort of being that can see one must also be capable of being seen, but it is easier to remain unaware of our intertwining with the world in vision than in touch, where the world insistently presses against us.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    Merleau-Ponty shows that the performance of typing involves 'knowledge in the hands' rather than conscious remembering and recalling of objective distances between fingers and keys or the relative position of keys on the typewriter.

    “Using the example of a typist, Merleau-Ponty (2002 166-7) shows that the performance of typing involves”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Merleau-Ponty 2002 166-7

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    Fuchs distinguishes between explicit recollection, which functions by representing the past, and implicit or body memory, which 're-enacts [the past] through the body's present performance'.

    “Thomas Fuchs (2012) distinguishes between explicit recollection, which functions by representing the past, and implicit or body memory, which”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Fuchs 2012

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Premisecitation

    The ability of the body to draw on past experiences to act appropriately in the present situation is developed by Merleau-Ponty in his discussion of the formation of habit.

    “The ability of the body to draw on its past experiences to act appropriately in the present situation is developed by Merleau-Ponty in his discussion of the formation of habit.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Merleau-Ponty 2002

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    In touching the image of La Petite Mort, we take the other it represents not as an object to be dominated but as a sentient-sensible thing like us.

    “In touching the image of La Petite Mort we take the other it represents not as an object to be dominated but as a sentient-sensible thing like us.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    Attending to carnal hermeneutics allows us to unpack whether the approach involved in touching the digital image has the character of an assault or a caress.

    “Attending to carnal hermeneutics allows us to unpack whether this approach has the character of an assault or a caress.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Premisenone given

    Genres of games are often differentiated by generic control schemas.

    “Genres of games are often differentiated by generic control schemas.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    Toner demonstrates that in moments of crisis the body sometimes fails to understand (in the Merleau-Pontian sense), and this failure often motivates conscious reflection on the failed action.

    “However, Toner demonstrates that in moments of crisis the body sometimes fails to understand (in the Merleau-Pontian sense), and this failure often motivates conscious reflection on the failed action.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Toner 2017 source
  • May combine two claims.

    Interpretationreasoning

    The relationship between 'pre-thematic consciousness' and 'higher order meaning formations' is integral to interpretation in games, and mining this territory opens up interesting possibilities in the close-reading of digital games.

    “Using this area of philosophical research as a platform, I argue here that the relationship between”
    Quote in the paperNot a substantial claim
  • May combine two claims. The quote only partly states this claim.

    Interpretationcitation

    Players who have learned the patterned sequences of movement required to play Call of Duty 3, when faced with a game with the same generic control schema, will be primed to re-enact these same sequences; their body will expect such a re-enactment to succeed, but is also capable of adapting to differences in the specific patterns required in the present case.

    “Players who have learned the”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    Summa characterises body memory as a 'pre-thematic' consciousness of the past that can form the 'basic layer for the genesis of higher order meaning formations'.

    “The traffic between implicit body memory and a more conscious and active form of remembering and verbalising is also discussed by Michela Summa (2012), who characterises body memory as a”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Summa 2012

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Interpretationcitation

    Body memories are not located exclusively in the body; they involve 'habitual reflexivity'-traffic between non-conscious enactment and deliberate, conscious reflection and adaptation.

    “Body memories are not, then, located exclusively in the body.Rather they involve”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Toner 2017 source
  • Classified as probably not a substantial claim.

    Premisecitation

    Merleau-Ponty claims that 'To understand is to experience the harmony between what we aim at and what is given'.

    “Here, Merleau-Ponty approaches meaning, understanding and significance (he uses the terms somewhat interchangeably) from a new direction, in which he claims:”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Merleau-Ponty 2002,167

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Interpretationnone given

    Digital games involve certain generic hand configurations and finger movements that players can expect to adopt in many different games.

    “Digital games involve certain generic hand configurations and finger movements that players can expect to adopt in many different games.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Premisecitation

    Dear Esther was designed using the same game engine and many of the same art assets as Half-Life 2.

    “To discuss the mis-enactment of body memory and its possible relationship to higher order interpretation, let us take the example of Dear Esther (Pinchbeck 2012), an indie game designed using the same game engine and many of the same art assets as the hugely popular first person shooter Half-Life 2 (Valve 2004).”
    Quote in the paperSubstantial claim0 of 2 sources checked
    • cites Pinchbeck 2012

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Valve 2004

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationnone given

    While the look and feel of Dear Esther and Half-Life 2 are very similar, there are also many differences; these differences are particularly striking because of the ground of similarity against which they are experienced.

    “While the look and feel of the two games are very similar there are also many differences.These differences, because of the ground of similarity against which they are experienced, are particularly striking.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    Fuchs argues that when a body memory is re-enacted in a present situation this can trigger the activation of an 'implicit memory core', a process he calls 'explication'.

    “Fuchs (2012) argues that when a body memory is re-enacted in a present situation this can trigger the activation of an”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Fuchs 2012

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Toner catalogues the ways in which elite athletes consciously reflect on their bodily performances in times of crisis and intervals between performance.

    “Taking the example of elite athletes, Toner (2017), for example, catalogues the ways in which athletes consciously reflect on their bodily performances in times of crisis (e.g.injuries) and intervals between performance (see also Shusterman 2012).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Toner 2017 source
    • cites Shusterman 2012
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Merleau-Ponty has been criticised for making too sharp a distinction between conscious meaning-making and bodily understanding.

    “Merleau-Ponty has been criticised for making too sharp a distinction between conscious meaning-making and bodily understanding (what I am terming”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Toner 2017 source
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    Nørgård describes this kind of encoding as an 'in-body experience' and shows the implication that the relationship with the game is 'stored and recalled' in the player's body.

    “Nørgård describes this kind of encoding as an”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Nørgård 2011, 9

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Premisecitation

    Body memory can motivate a set of associations at a higher order of meaning.

    “It is well known that body memory can also motivate a set of associations at a higher order of meaning.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Fuchs 2012

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Interpretationreasoning

    If the touch-screen put players in direct touch with the image, the Kinect did the opposite.

    “If the touch-screen put players in direct touch with the image, the Kinect did the opposite.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationown data

    The foregoing analysis suggests a methodology for close-reading in digital games and offers a case study that lends concreteness to the theory outlined by philosophers and theorists.

    “In focusing on the relationship between memory, enactment and meaning, the foregoing analysis suggests a methodology for close-reading in digital games, but it also offers a case study that lends concreteness to the theory outlined by some of the philosophers and theorists in this section.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    Kondo finds that craftsmen in Japan have a close relationship with the materials they work with, viewing materials as collaborators rather than mere objects or subordinates, and finds the same relationship of equals among machine-workers and their machines in industrial mass-production, explained by the Shinto belief that all objects have kami.

    “Kondo finds that craftsmen in Japan have a close relationship with the materials they work with, in which the materials they use are viewed as collaborators rather than mere objects or subordinates.While this is perhaps unsurprising in craft, Kondo finds the same kind of relationship of equals among machine-workers and their machines in settings of industrial mass-production.She explains this in”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Kondo 2005

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning

    In bypassing the touch of the flesh, the Kinect 2 impoverishes digital gameplay in one of its most interesting areas-in how it puts us in touch with digital technology.

    “In bypassing the touch of the flesh the Kinect 2 impoverishes digital gameplay in one of its most interesting areas-in how it puts us in touch with digital technology.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given

    While the Kinect-like the Wii and the Move-was sold through a discourse of the body, this was a body characterised entirely by the kinaesthetic and proprioceptive.

    “While the Kinect-like the Wii and the Move-was sold through a discourse of the body, this was a body characterised entirely by the kinaesthetic and proprioceptive.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    For Giddings and Kennedy, control in a digital game is often 'below attention, beneath consciousness'.

    “For Giddings and Kennedy, control in a digital game is often”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Giddings and Kennedy 2010,176 source
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    The sense-making at the level of sensation (the immediate and unarticulated feeling of obtrusiveness experienced at the level of the body) can be put to use in a more traditional reading of the game involving predicative statements.

    “In other words, the sense-making at the level of sensation (the immediate and unarticulated feeling of obtrusiveness experienced at the level of the body) can be put to use in a more traditional reading of the game involving predicative statements (a reading that links absence experienced by the body with absence communicated through the game's story and atmosphere).”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given

    The sense-making that relies on the body memory of manual configurations becomes available as meaning when the player consciously links the experience of performing these configurations to other aspects of the game in a predicative statement on what the game is about.

    “The sense-making that relies on the body memory of these manual configurations becomes available as meaning when the player consciously links the experience of performing these configurations (either successfully or unsuccessfully) to other aspects of the game in a predicative statement on what the game is about.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationcitation

    The draining of function in Dear Esther's SHIFT key-and the consequent misunderstanding-is itself significant when seen in relation to the game's overarching themes.

    “But this draining of function-and consequent misunderstanding-is itself significant when seen in relation to the game's overarching themes (see Leino 2011 and2013 for discussion of the significance of absence of game tropes in art games) .”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Leino 2011

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Leino 2013

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Premisereasoning

    While the smart-phone's touch-screen was changing the role of touch in mobile gaming, gestural interfaces were changing the role of touch in console gaming in a very different way.

    “While the smart-phone's touch-screen was changing the role of touch in mobile gaming, another development was changing the role of touch in console gaming in a very different way-gestural interfaces.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    Heidegger comments on the experience of reaching for equipment to get a job done and finding it absent; when that happens, the equipment we are left with is 'obtrusive'.

    “Martin Heidegger (2008) comments on the experience of reaching for equipment to get a job done and finding it absent.When that happens, the equipment we are left with is”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Heidegger 2008

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims. The quote only partly states this claim.

    Interpretationreasoning

    In the Wii-U advertising, the game console is described almost as another member of the family-the 'we' of the Wii-U includes the machine itself-and the tactile connection via the tablet controller is an essential part of forging this almost familial connection.

    “What is striking in this advertising is how the game console is described almost as another member of the family-the”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation

    The foregoing analysis adumbrates the contours of the 'surprise' that Fuchs mentions in relation to a disappointed procedural memory.

    “In particular, the foregoing analysis adumbrates the contours of the”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Fuchs 2012

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning

    Absence is integral to Dear Esther, manifest in its isolated setting, restrained exposition, and haunting music, and this makes sense in terms of the story of loss, grief and guilt related through the voiceover.

    “Absence is integral to Dear Esther.There is absence in its isolated setting, in its restrained exposition, in its haunting music.And all of this makes sense in terms of the story of loss, grief and guilt related through the voiceover.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning

    In doing away with the manual labour of traditional control set-ups, the Kinect 2 also does away with touch's unique ability to aestheticize the difference between subject and object of touch.

    “In doing away with the manual labour of traditional control set-ups the Kinect 2 also does away with touch's unique ability to aestheticize the difference between subject and object of touch.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationnone given

    Carnal hermeneutics suggests a number of different methodologies that could expand how we think of 'close-reading' in games.

    “However, carnal hermeneutics suggests a number of different methodologies that could expand how we think of”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Study design and conductown data

    In this article, the author relied on his own experiences playing computer games.

    “In this article I have relied on my own experiences playing computer games.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims. The quote only partly states this claim.

    Interpretationreasoning

    That the difference is not raised to language in ordinary play does not mean it is 'pre-interpretative' but that it takes a particular form of bodily interpretation.

    “That it is not raised to language in ordinary play does not mean that it is”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisenone given

    While the Wii and the PlayStation Move required players to hold controllers for their gestures to be captured by the console, the Microsoft Kinect severed the traditional tactile connection between player's hand and console.

    “While the Wii and the PlayStation Move required players to hold controllers for their gestures to be captured by the console, the Microsoft Kinect severed the traditional tactile connection between player's hand and console.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning

    The Kinect's main slogan 'You are the controller' is not a technical description but a rhetorical separation of the player from the manual labour of pushing buttons, making the player a supervisor, manager, or general issuing commands without getting his hands dirty.

    “Perhaps the most evident characterisation of the player-computer relationship as one of domination and subordination is the Kinect's main slogan:”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.

    Interpretationnone given

    The player with generic experience of the first person shooter and of Half-Life 2 in particular will intuitively know that the island is where the game is going to take place, that getting to the island is the first task to be completed, and that this should be done as quickly as possible; these expectations prime the experienced player to reach for the shift key.

    “The player with generic experience of the first person shooter and of Half-Life 2 in particular will intuitively know that the island is where the game is going to take place, that getting to the island is the first task to be completed, and that this should be done as quickly as possible, as very little will happen before getting there.These expectations prime the experienced player to reach for”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given

    Much of the setup of Dear Esther primes the player to anticipate an experience similar to Source-based FPS games, including the control schema.

    “Much of the setup of Dear Esther primes the player to anticipate an experience similar to Source-based FPS games, and this includes the control schema.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning

    In attempting to enact the body memory associated with this control schema, the player's body is disappointed.

    “In attempting to enact the body memory associated with this control schema the player's body is disappointed.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationcitation

    Drawing on Toner's critique of Merleau-Ponty, these memories are not only recalled in the body, but can also become available for conscious reflection, especially though not exclusively in times of 'crisis' when the re-enactment of the body memory fails to 'understand' the present situation.

    “However, I draw on Toner's (2017) critique of Merleau-Ponty to claim that these memories are not only recalled in the body, but can also become available for conscious reflection, especially though not exclusively in times of”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Toner 2017 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Nørgård has made important contributions in her methodology of 'gameplay corporeality'.

    “In this, Nørgård (2013b) has made important contributions in her methodology of”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Nørgård 2013b

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    For players familiar with Half-Life 2, the 'empty' keys in Dear Esther are not really empty at all.

    “While different players no doubt experience Dear Esther in different ways, I would argue that for players familiar with Half-Life 2 these”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Players familiar with Half-Life 2 will share the author's bodily expectations and experiences when playing Dear Esther.
  • Classified as probably not a substantial claim.

    Premisecitation

    Kearney argues that the interpretations of the body happen without the conscious decoding that we generally associate with interpretation.

    “Similarly, Kearney argues that the interpretations of the body happen without the conscious decoding that we generally associate with interpretation.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Kearney

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning

    The sense of absence in Dear Esther is first established-at least potentially-in the sense of loss of the empty SHIFT key.

    “But this sense of absence is first established-at least potentially-in the sense of loss of the empty SHIFT key.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Premisenone given

    Force feedback-first introduced to game consoles via the Nintendo 64's Rumble Pak-is not available on Kinect.

    “Furthermore, force feedback-first introduced to game consoles via the Nintendo 64's Rumble Pak-is not available.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given

    The absence of function in the SHIFT key is registered at the level of the body through its difference from SHIFT's plenitude in Half-Life 2, the model for this type of game.

    “The absence of function in the SHIFT is registered at the level of the body through its difference from SHIFT's plenitude in Half-Life 2, the model for this type of game.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    By playing on the body memory of the player familiar with Half-Life 2, Dear Esther fills the emptiness of the SHIFT key with the meaning of absence, and establishes a connection between deficiency within the player's repertoire of touches and the character's experience of absence as grief.

    “By playing on the body memory of the player familiar with Half-Life 2, Dear Esther fills the emptiness of the SHIFT key with the meaning of absence, and establishes a connection between deficiency within the player's repertoire of touches and the character's experience of absence as grief.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Players familiar with Half-Life 2 will share the author's bodily expectations and experiences when playing Dear Esther.
  • Classified as probably not a substantial claim.

    Interpretationreasoning

    Carnal hermeneutics is not an attempt to replace other theories of meaning in games but to supplement them with a theory of how understanding happens through the body.

    “Carnal hermeneutics is not an attempt to replace other theories of meaning in games but to supplement them with a theory of how understanding happens through the body.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    We can say what a game is about because we have already made sense of it as a visible, audible, tangible/touching thing.

    “We can say what a game is about because we have already made sense of it as a visible, audible, tangible/touching thing.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning

    By diminishing the tactile element, Kinect creates a different relationship by removing the insistent reminder of the chiasm that direct contact with objects in the world provides us.

    “By diminishing the tactile element, Kinect creates a different relationship by removing the insistent reminder of the chiasm that direct contact with objects in the world provides us.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    Pressing the SHIFT key in Dear Esther leads to an acknowledgement of something absent that passes through the body without necessarily a conscious thought.

    “Pressing the SHIFT key leads to an acknowledgement of something absent that passes through the body without necessarily a conscious thought.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given

    All three consoles launched in 2005/2006-Nintendo's Wii, Sony's PlayStation 3 and Microsoft's Xbox 360-employed gestural interfaces in one way or another.

    “All three consoles launched in 2005/2006--Nintendo's Wii, Sony's PlayStation 3 and Microsoft's Xbox 360-employed gestural interfaces in one way or another.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Fuchs briefly mentions the situation where the enactment of a particular procedural memory is anticipated but fails to materialise, and says the experience is one of 'surprise' but does not elaborate.

    “Fuchs does briefly mention the situation where the enactment of a particular procedural memory is anticipated but fails to materialise.He says the experience of this is one of”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Fuchs 2012

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    The tactile imagination, built up through the sense-making of sensation, is the resource from which predicative interpretations of what the game is 'about' are derived.

    “The tactile imagination, built up through the sense-making of sensation is the resource from which predicative interpretations of what the game is”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    Whatever its cultural explanation, the difference between the Wii-U and the Kinect 2, articulated in the ad copy, is something that a carnal hermeneutics already intuits in playing with these controllers.

    “Whatever its cultural explanation, this difference between the Wii-U and the Kinect 2, articulated in language in the ad copy for the different controllers, is something that a carnal hermeneutics already intuits in playing with these controllers.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The marketing ad copy for game controllers accurately reflects the player-computer relationship or cultural framing that players experience.
  • May combine two claims.

    Interpretationreasoning

    The most immediate effect of this in terms of gameplay is that the player does not experience resistance to her moves in the heft of a controller and so gestures feel lighter.

    “The most immediate effect of this in terms of gameplay is that the player does not experience resistance to her moves in the heft of a controller and so gestures feel lighter.”
    Quote in the paperNot a substantial claim
120 of 120
  • The authors state this as an assumption.

    Non-predicative, non-linguistic sense-making counts as a form of interpretation.

    “In what follows, this capacity to make distinctions in a non-linguistic and non-predicative mode is taken to be a form of interpretation”
  • The authors state this as an assumption.

    The phenomenal body, rather than the objective body, is what engages in sense-making.

    “It is the phenomenal body that engages in sense-making.”
  • The paper relies on this without support.

    All media use is embodied.

    “Of course, all media use is embodied (what activity is not?)”
  • The paper relies on this without support.

    Traditionally, hermeneutics has concerned itself with interpretation of statements in abstract, symbolic systems, such as language.

    “Traditionally, hermeneutics has concerned itself with interpretation of statements in abstract, symbolic systems, such as language.”
  • The paper relies on this without support.

    The player does not experience the breeze in the same way as he would experience a real breeze.

    “The player presumably does not experience the breeze in the same way as he would experience a real breeze”
  • The paper relies on this without support.

    Much of this touching goes on beneath the player's notice and may or may not be directly motivated by or related to the content of the game.

    “Of course, much of this touching goes on beneath the player's notice and may or may not be directly motivated by or related to the content of the game.”
  • The paper relies on this without support.

    Many games that have the goal of bringing a virtual woman to orgasm are more about the pleasure of controlling a woman's body than participating in a romantic or sexual partnership.

    “There are many games that have the goal of bringing a virtual woman to orgasm.In many of these games this goal is more to do with the pleasure of playing at controlling a woman's body than participating in a romantic or sexual partnership.”
  • The paper relies on this without support.

    Merleau-Ponty's carnal hermeneutics (the chiasm, the flesh of the world) is applicable to digital game play.

    “Drawing on carnal hermeneutics I analyse these intertwinings (or chiasms) in one erotic game La Petite Mort (Lovable Hat Cult 2016) to explain how the game represents sex in terms of partnership and generosity rather than domination.”
  • The paper relies on this without support.

    The player's play-through is a valid source of data for understanding interpretation in digital games.

    “Without any reference to the overall theme of the game, my own play-through of the game could be reported like this:”
  • The paper relies on this without support.

    The author's own experiences of playing computer games are sufficiently representative to ground general claims about carnal hermeneutics and sense-making in digital games.

    “In this article I have relied on my own experiences playing computer games.”
  • The paper relies on this without support.

    Players familiar with Half-Life 2 will share the author's bodily expectations and experiences when playing Dear Esther.

    “While different players no doubt experience Dear Esther in different ways, I would argue that for players familiar with Half-Life 2 these”
  • The paper relies on this without support.

    The marketing ad copy for game controllers accurately reflects the player-computer relationship or cultural framing that players experience.

    “Controllers are always, as one would expect, described by their manufacturers in terms of control, but this control is framed differently for the wireless controllers of the Xbox One (Microsoft 2016a) and the PlayStation 4 (Sony 2016a), the tactile gestural controllers of PlayStation Move (Sony 2016b) and the Nintendo Wii-U (Nintendo 2016) and the touchless controller of Microsoft's Kinect 2 (”
12 of 12

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

Each contradiction between two passages listed here was confirmed by an independent check.

  • Wireless-controller reference points to the Kinect page

    Minor

    The Xbox One Wireless Controller reference uses the same Kinect-specific URL as the separate Kinect for Xbox One reference, so the listed link does not match its stated subject.

1 of 1

Cites

Flagged first, then by citations

3 of the 36 references couldn’t be matched to a known paper.

Research works printed but not linked: 5

  1. Mark J.P. Wolf and Bernard Perron. Abingdon: Routledge. Aristotle. 2001. On the Soul: Infomotions Inc.
  2. Heidegger, Martin. (2008). Being and Time. Translated by John Macquarrie and Edward Robinson. New York: Harper & Row. Original edition, 1927.
  3. Kondo, Dorinne. (2005). Polishing Your Heart: Artisans and Machines in Japan. In The Book of Touch, edited by Constance Classen, 409-411. Oxford and New York: Berg.
  4. Leino, Olli Tapio. 2011. Re-Conceptualising the Play-Element in Electronic Art. In Proceedings of The 17 th International Symposium on Electronic Art, Istanbul, Turkey. http://isea2011.sabanciuniv.edu/paper/re-conceptualising-play-element-electronic-art.
  5. Tuan, Yi Fu. (2005). The Pleasures of Touch. In The Book of Touch edited by Constance Classen, 74-79. Oxford and New York: Berg.

Cited by

Sorted by citations

Authors
Martin, P.
Venue
Journal of the Philosophy of Games
Published
2018-05-14
Volume
2
Issue
1
ISSN
2535-4388 (ISSN-L)
OpenAlex
W2803206436
Cited by
2
References
36
Citations by year
2024: 2
FWCI
0.00
Type
journal article
Language
en
Open access
Licence
cc-by-nc-nd
Locations
  • Journal of the Philosophy of Games (publishedVersion, cc-by-nc-nd)
  • Nottingham ePrints (University of Nottingham) (submittedVersion, cc-by-nc-nd)
  • Repository@Nottingham (University of Nottingham) (submittedVersion, cc-by-nc-nd)
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Phenomenology and Existential Philosophy
  • Physical Sciences › Computer Science › Computer Science Applications › Digital Media and Philosophy
Keywords
video games, sensemaking, body, game controllers, game marketing, embodiment

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Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

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