Experiencing first person being and fist-person doing in onscreen-offscreen gameworldsOm at opleve førstepersons væren og gøren i onscreen-offscreen spilverdener
This article is based on the findings and results of a three-year-long study of various gameplayers activities and experiences across different offscreen-onscreen gameworlds. The findings and results emerged through the use of a mixed methods approach that combined grounded theory method with phenomenography, remix methods, interpretative ethnography and visual methods. The present article will, with the concluded study as its foundation, present some of these findings and results as well as try to develop them a step further. Hence, the article explores and explicates the ‘first-person nature and structure’ of a couple of specific interactions, expressions and experiences that in the study have proven to be characteristic of being a gameplayer in gameplay in digital games – regardless of whether you are a child playing Temple Run 2 or Frut Ninja on the iPhone, a tween playing Battlefield 3 on your laptop or an adult playing Starcraft 2 on your potent gamer-pc. Through exploring, considering and explicating the above everyday practices and experiences the article establishes the notions of ‘first-person engaged being’ and ‘first-person expressive doing’ as central to these gameplayers’ gameplay activities and experiences across the abovementioned gameworlds. As a consequence, the article points towards the centrality of expressive first-person corporeality and locomotion in digital games – a circumstance that sets the practice and experience of digital games apart from media practices and experiences such as reading or listening to a story and watching a movie or theatre play and other traditional or new media forms. These circumstances make the article question whether digital games can be understood as (new) media form at all and, thus, it points towards a possible new vocabulary for and comprehension of digital games, gameplay and gameplayers.
computerspilsforskning; digitale spil; spil og interaktion; spil og oplevelse; kropsfænomænologi; kropslig erkendelse