Experiences of embodiment and subjectivity in Haunting Ground

Research output: Chapter in Book/Conference proceeding with ISSN or ISBNChapter

Abstract

This chapter explores the nature of videogame avatars, using Capcom's survival horror title Haunting Ground as case study. Various approaches to theorising the relationship between player and avatar are outlined and contrasted, including a film studies model of spectatorship, an approach emphasising avatars' functionality, and notions of the avatar/player's relationship as variously cyborgian. Particular attention is paid to the forms of subjectivity facilitated and constructed by the game, especially in relation to issues of gender. Throughout this chapter, my own position as a white heterosexual male player will also be considered as impacting on my relationship with the avatar of Haunted Ground.
Original languageEnglish
Title of host publicationFrontiers of Cyberspace
EditorsDaniel Riha
Place of PublicationOxford
PublisherRodopi Press
Pages125-147
Number of pages23
ISBN (Print)9789042035836
Publication statusPublished - 1 Jan 2012

Keywords

  • Avatar
  • cyborg
  • gender
  • Haunting Ground
  • ludology
  • player
  • survival horror
  • videogame

Fingerprint Dive into the research topics of 'Experiences of embodiment and subjectivity in Haunting Ground'. Together they form a unique fingerprint.

  • Cite this

    Kirkland, E. (2012). Experiences of embodiment and subjectivity in Haunting Ground. In D. Riha (Ed.), Frontiers of Cyberspace (pp. 125-147). Oxford: Rodopi Press.