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Social bodies in virtual worlds: Intercorporeality in Esports
As screen-based virtual worlds have gradually begun facilitating more and more of our social interactions, some researchers have argued that the virtual worlds of these interactions do not allow for embodied social understanding. The aim of this article is to examine exactly the possibility of this...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer Netherlands
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8075606/ https://www.ncbi.nlm.nih.gov/pubmed/33935609 http://dx.doi.org/10.1007/s11097-021-09734-1 |
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author | Ekdahl, David Ravn, Susanne |
author_facet | Ekdahl, David Ravn, Susanne |
author_sort | Ekdahl, David |
collection | PubMed |
description | As screen-based virtual worlds have gradually begun facilitating more and more of our social interactions, some researchers have argued that the virtual worlds of these interactions do not allow for embodied social understanding. The aim of this article is to examine exactly the possibility of this by looking to esports practitioners’ experiences of interacting with each other during performance. By engaging in an integration of qualitative research methodologies and phenomenology, we investigate the actual first-person experiences of interaction in the virtual worlds of the popular team-based esports practices Counter Strike: Global Offensive and League of Legends. Our analysis discloses how the practitioners’ interactions essentially depend on intercorporeality – understood as a form of reciprocity of bodily intentionality between the players. This is an intercorporeality that is present throughout the players’ performance, but which especially comes to the front when they engage in feinting. Acknowledging the intercorporeality integral to at least some esports practices helps fuzzying the sharp division between virtuality and embodied social understanding. Doing so highlights the fluidity of our embodied condition, and it raises interesting questions concerning the possibility of yet other forms of embodied sociality in a wider range of virtual formats in the world. |
format | Online Article Text |
id | pubmed-8075606 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Springer Netherlands |
record_format | MEDLINE/PubMed |
spelling | pubmed-80756062021-04-27 Social bodies in virtual worlds: Intercorporeality in Esports Ekdahl, David Ravn, Susanne Phenomenol Cogn Sci Article As screen-based virtual worlds have gradually begun facilitating more and more of our social interactions, some researchers have argued that the virtual worlds of these interactions do not allow for embodied social understanding. The aim of this article is to examine exactly the possibility of this by looking to esports practitioners’ experiences of interacting with each other during performance. By engaging in an integration of qualitative research methodologies and phenomenology, we investigate the actual first-person experiences of interaction in the virtual worlds of the popular team-based esports practices Counter Strike: Global Offensive and League of Legends. Our analysis discloses how the practitioners’ interactions essentially depend on intercorporeality – understood as a form of reciprocity of bodily intentionality between the players. This is an intercorporeality that is present throughout the players’ performance, but which especially comes to the front when they engage in feinting. Acknowledging the intercorporeality integral to at least some esports practices helps fuzzying the sharp division between virtuality and embodied social understanding. Doing so highlights the fluidity of our embodied condition, and it raises interesting questions concerning the possibility of yet other forms of embodied sociality in a wider range of virtual formats in the world. Springer Netherlands 2021-04-27 2022 /pmc/articles/PMC8075606/ /pubmed/33935609 http://dx.doi.org/10.1007/s11097-021-09734-1 Text en © The Author(s), under exclusive licence to Springer Nature B.V. 2021 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic. |
spellingShingle | Article Ekdahl, David Ravn, Susanne Social bodies in virtual worlds: Intercorporeality in Esports |
title | Social bodies in virtual worlds: Intercorporeality in Esports |
title_full | Social bodies in virtual worlds: Intercorporeality in Esports |
title_fullStr | Social bodies in virtual worlds: Intercorporeality in Esports |
title_full_unstemmed | Social bodies in virtual worlds: Intercorporeality in Esports |
title_short | Social bodies in virtual worlds: Intercorporeality in Esports |
title_sort | social bodies in virtual worlds: intercorporeality in esports |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8075606/ https://www.ncbi.nlm.nih.gov/pubmed/33935609 http://dx.doi.org/10.1007/s11097-021-09734-1 |
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