NEW TRICKS.

The digital gameDog's Life(Frontier Developments, 2003) attempts, by means of its “Smellovision” feature, to communicate something of the alterity of canine perception: the greater field of view, the lower visual perspective, the dichromatic colour vision, as well as the spectacularly impressive sen...

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Publicado en:Angelaki: Journal of the Theoretical Humanities Vol. 18; no. 1; pp. 65 - 83
Autor principal: Tyler, Tom
Formato: Artículo
Publicado: Taylor & Francis Ltd Mar2013
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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        au: Tyler, Tom
        affil: Department of History, Philosophy and Religion, Oxford Brookes University, Harcourt Hill Campus, Oxford, OX2 9AT, UK
      su:
        Video games
        Protagonists (Persons)
        Dog behavior
        Sensory perception
        Impression management
        Color vision
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        subj:
          Video games
          Protagonists (Persons)
          Dog behavior
          Sensory perception
          Impression management
          Color vision
      keyword:
        Altercasting
        anti-environment
        Dog's Life
        Smellovision
        video game
      ab: The digital gameDog's Life(Frontier Developments, 2003) attempts, by means of its “Smellovision” feature, to communicate something of the alterity of canine perception: the greater field of view, the lower visual perspective, the dichromatic colour vision, as well as the spectacularly impressive sense of smell. At the same time, it encourages players to identify with the game's protagonist: you “are” Jake, digging up bones, marking territory and chasing chickens, as you make your way through the developing narrative. In this essay I argue thatDog's Lifeeffectively comprises an “anti-environment” of the sort described by McLuhan, which altercasts players as dogs and thereby prompts them to notice conventional, anthroponormative assumptions regarding the pre-eminence of human modes of perception. By insisting on an experience both of alterity and identity, the digital game medium here combats clichéd notions of animality and subjectivity, whilst requiring players to reconsider the complex and uneven nature of interspecific, interpersonal control.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
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