The Institute of Digital Games is thrilled to have Dr Brendan Keogh speaking as part of our Game Seminar Series. The seminar entitled Why not Everything at Once? Videogame textuality as play of bodies will be held on Thursday 9 May at 16:00 at the Institute of Digital Games.
The Game Seminar Series (GSS) are special academically oriented lectures that are held approximately once a month at the Institute of Digital Games. They are open to the public, but targeted to give University of Malta students supplementary information and update them on current research in the field. Research and education doesn't happen in silos, especially not in the multi-disciplinary field of game design. The Seminars bring together academics, practitioners and enthusiasts with a common love for games of any type: digital, analog, urban, free-form, and can range from the highly technological to the extremely philosophical.
Brendan will cover an investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other.
Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames?
Brendan Keogh is an Australian Research Council fellow in the Digital Media Research Centre at Queensland University of Technology. He researches videogame making cultures across informal, formal, and embedded sectors. He also writes on the phenomenological and textual aspects of videogame play and culture. He is the author of A Play of Bodies: How We Perceive Videogames (MIT Press, 2018) and Killing is Harmless: A Critical Reading of Spec Ops The Line (Stolen Projects, 2012), and has written extensively about the cultures and development practices of videogames for outlets such as Overland, The Conversation, Polygon, Edge, and Vice.