Abstract Michail Kouratoras

The proposed presentation aims to introduce a network of post-phenomenological, analytical concepts to game studies, and how they apply in the investigation of contemporary, 3D, interactive fiction video games. The focus is not on the ludic or storytelling experiences per se, but rather on the perception of the immersive, bodily experience in virtual game worlds. This may also introduce a third pole of study for video games as techno-somatic performance in digital space, in parallel with the existing ludologic and narratological views. The discussion is partially based on my recent doctoral thesis, in the School of Arts, Design and Architecture, in Aalto University, Finland (https://aaltodoc.aalto.fi/handle/123456789/113090), and more specifically in a research article, which is published in the International Journal of Arts and Technology (https://www.inderscience.com/info/inarticle.php?artid=109802).

For the current presentation, I would like to concentrate on the basic post-phenomenological concepts by Ihde, Rosenberger, Verbeek, and other post-phenomenologists. I will discuss how these concepts can apply on video games, with the aid of some illustrative examples. This perspective extends the existing phenomenological approaches by Rune Klevjer, Daniel Vella and others, shedding light on the gamer-in-game perceptual interrelations with virtual artifacts, environments, and situations in game worlds. In my research, post-phenomenology appear to answer a number of questions that your conference theme provides, as for example around subjectivity, perception and avatars; the phenomenal characteristics of gaming experiences, ludic environments, and fictional worlds; the formation of perceptual schemas; and how to characterize the consciousness that accompanies perception of games and virtual environments. A second objective of this presentation is to trigger a discussion around the practical use of post-phenomenology in the game studies community,  gaining feedback whether and how this approach may assist further research in video game design, in the development of innovative gaming technologies, and in the game-play experience of the end users. This post-phenomenological/perceptive and performative aspect of video gaming also builds a case beyond the specific academic discipline, and towards interdisciplinary approaches in parallel with digital performance and immersive theatre.