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Journal Article

Citation

Murphy SC. J. Vis. Cult. 2004; 3(2): 223-238.

Copyright

(Copyright © 2004, SAGE Publishing)

DOI

unavailable

PMID

unavailable

Abstract

This article discusses how console video games map televisual space as both simulated and contiguous with the non-virtual space of the gamers and their own bodies. Gamer identification, identity politics in video games, video game stars and video game violence are also explored here. Murphy argues that video games utilize televisual technology to produce interactive experiences for gamers, whose own bodies are physically impacted by game play in subtle ways. How video gamers interact with the virtual bodies of their player-characters is key to understanding how video games facilitate a different interaction with televisual space than that enacted through viewing television programming.

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