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...
| Publicado en: | Angelaki: Journal of the Theoretical Humanities Vol. 18; no. 1; pp. 65 - 83 |
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| Autor principal: | |
| Formato: | Artículo |
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Taylor & Francis Ltd
Mar2013
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=87666325&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 87666325 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 0969725X 35M jtl: Angelaki: Journal of the Theoretical Humanities issn: 0969725X maglogo: N pubinfo: dt: Mar2013 vid: 18 iid: 1 pid: 377 pub: Taylor & Francis Ltd artinfo: ui: 87666325 10.1080/0969725X.2013.783442 ppf: 65 ppct: 18 formats: tig: atl: NEW TRICKS. aug: 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 sug: 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 refInfo: copyright: @attributes: flag: Y dt: @attributes: year: 2013 holdings: @attributes: islocal: N |
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