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Embodied Evil:
The Aesthetics of Embodiment in
Resident Evil 4: Wii Edition
Being a dissertation submitted in part requirement for the degree of MA in New Media
Studies of the University of the West of England, Bristol.
Gareth White
20 August 2007
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Abstract
This work is an auto-ethnographic consideration of video game embodi-
ment using Resident Evil 4: Wii Edition (RE4) as a case study.
Much current critical video game discourse developed from film and liter-
ary criticism either does not engage with the player directly or does so with
an imputed rather than actual player, and includes just the game itself in a
consideration of what constitutes the text. Drawing principally on the phe-
nomenological terminology of Maurice Merleau-Ponty, this work presents a
critical appraisal of the temporary cybernetic assemblage of games ma-
chine and human player in the establishment of an embodied presence
within a cohesive and meaningful virtual environment. The event of game-
play is established by repetitive, pre-reflective action, in which the players
bodily intentionality is configured towards ludic, virtual projects. Through
the physical mediation of controller and television the players new sense
of embodiment in space is shifted in a way that calls into question conven-
tional ideas of the audience, with particular attention to issues of immer-
sion, presence, interactivity and configuration.
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Table of Contents
Introduction 4
Avatar 7
Cyborgs and Cybernetics 15
Interaction and Configuration 21
Space 35
Immersion and Presence 49
Visual, Embodied Aesthetics 53
Conclusion 58
Ludography 60
Filmography 60
Bibliography 61
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Introduction
Video game study has drawn largely from film and literature theory and methodology,
however, meaning production in literature and film is distinct from experiential meaning
production in embodied video game play (Seaman, 2004). Many scholars therefore
suggest a more diverse disciplinary approach would be beneficial (Krzywinska 2006;
Myr 2005.) Embodiment is a critical issue
tightly interwoven with many other aspects of
video game study which requires further
analysis and clarification if its role in experi-
ential meaning production is to be under-
stood. This current work approaches these
issues by closely examining a case-study of
the single-player action-horror game, Resi-
dent Evil 4: Wii Edition1(henceforth RE4).
The Wiiis Nintendos latest video games
console, which has achieved great critical
and commercial success as well as scholarly
interest. This thesis, however, is concerned principally with embodiment and only occa-
sionally considers the Wiis specific qualities where appropriate.
The two most interesting and significant features of the Wiiare its interface device, and
marketing campaign. While the former has been the focus of much attention, I believe it
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1Resident Evil 4: Wii Edition. Capcom Production Studio 4. (Capcom, 2007). Wii.
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is rather the latter that has contributed most to the consoles success. However, as this
thesis is concerned with issues of human-
computer interaction it will be appropriate to
provide a brief overview of the game controller,
known colloquially as the Wiimote(a portman-
teau of Wiiand remote control).
The first and arguably most important quality
of the Wiimoteis its similarity with television
remote control, and difference from traditional games console controllers such as the
Sony PlayStations DualShock, which was for many years previously considered to be
the archetypal design for games
controllers. Nintendos design greatly
simplified the appearance of the device
while consolidating its complexity inter-
nally, away from the user. In particular
it features motion-sensing accelerome-
ters to detect 3D orientation, wireless
communication with the games console, and an infra-red pointing feature which allows
the game to detect with great precision to the precise direction of the controller when it
is pointed towards the television screen.
The use of this light-gun style interface, along with more natural motion sensing allows
the device to take advantage of the cultural capital of contemporary a great many peo-
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ple already familiar with devices such as TV remote controls. Traditionally game control-
lers such as the DualShockhave a great number of buttons and present an intimidating
interface which unsurprisingly turns off non-gamers unfamiliar with its use. The Wiimote
in contrast has been noted as being more easily adopted by a wider variety of people
from a broad range of age and technical competence.
Of particular interest for this paper is the theorisation of the Wiimotein terms of cyber-
netic prosthesis, which will be dealt with in the chapter Cyborgs and Cybernetics.
However, this is not intended to be a comparative study between different consoles and
different games. In particular, RE4is available on a variety of platforms (PC, GC, PS2,
Wii), all of which have unique and significantly different interface devices. While I will
discuss the features peculiar to the Wiiversion I do so only insofar as they are relevant
to my broader discussion, and without regard to other versions of the same game.
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Avatar
Embodiment in video games tends to be based on the visual representation of the play-
ers character or avatar, which in RE4is seen from a third person perspective, from
behind, looking over the characters shoulder. The representation of avatar is a powerful
device for facilitating the cyborg player/character identity, also in regard to the way
games hail us both as character inside the game world and as player on the outside. In
the mind of the player this further helps to blur the boundaries between the two worlds
(Lahti 2002: 164).
As the player adjusts to the mediation of the game their sense of identity in this space is
revealed as a negotiated affair, with the player bringing their own sense of self into con-
junction with both the denotative and connotative iconic meaning of the avatar, as well
as its functional or symbolic significance within that world. The degree to which this oc-
curs, however, is debated, with some scholars more concerned with the nature of avatar
as mere interface device, or as vehicle for the player to drive (Aarseth 2004; Carr
2002; Flanagan 1999).
In approaching other visual media we might consider the avatar as iconic representa-
tion, but this is problematic with video games due to the players special relationship
with it. Rather than merely perceiving the avatar, the game player drives this icon and
comes to use it as their embodied presence in the game world. While it might initially be
appropriate to consider reception of this icon using traditional visual media criticism,
Dovey and Kennedy point out that through embodied play the avatar becomes the con-
junction of icon and player and cannot be adequately described as independently one or
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the other (2006: 109, 112). My first impression of RE4smain avatar (Leon Scott Ken-
nedy) as visual icon was not a
very favourable one. The mid-
length, side-parted blond hair,
half covering his face, pouting
lips and smouldering, down-
turned eyes reminded me of a
photo-shoot from a 1980s boy
band. In contrast, the pasty skin
and deep rings around the eyes con-
noted for me a semblance of Nos-
feratu. I half-expected the game to be
accompanied by a New-Romantic
soundtrack.2
Newman (2002) observes that avatars are experienced as hav-
ing distinct qualities between on-line and off-line interactivity. During on-line play, avatar
representation becomes less significant for players, who often skip off-line sections
when possible, while prior to play it may serve to attract the player to the game.
RE4is unusual in that it features not one but six player avatars: Leon Scott Kennedy,
Ashley Graham, Ada Wong, Jack Krauser, HUNK, and Albert Wesker.
Leon Scott Kennedy
Mark Owen (Take That)
Nosferatu
Simon Le Bon(Duran Duran)
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2 It is left as an exercise for the reader to decide whether this analysis says more about me or Capcomscharacter artists.
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Leon Scott Kennedy is a 27 year old U.S. secret agent, and principal pro-
tagonist of the game. Through most of the game, Leon is the players
avatar, so through the remainder of this text unless otherwise men-
tioned this is the avatar to which I am referring.
The other principal player avatar is Ada Wong, a
lithe Chinese-American operative for a mysterious
group known as The Organization. She ap-
pears during numerous cutscenes of the main game
and is a playable character in her own special mis-
sions as well as The Mercenaries, an unlockable
extra mini-game which is only available after
completing the main game. In addition to visual
appearance, character back-story and game ob-
jectives, Ada exhibits different gameplay qualities to Leon. The
principal differences I noticed when playing her were related to
motility. It seemed in my subjective evaluation that the avatar
was moving faster than Leon. This seems appropriate as her character is introduced
during off-line cutscenes with an exhibition of grace and martial arts. She is portrayed
visually and diegetically as stealthy and mysterious. This avatar is also capable of ath-
letic feats such as leaping onto objects that Leon is incapable of reaching. Playing as
Ada feels qualitatively different to playing as Leon, highlighting the aesthetic synergy of
visual, diegetic and ludic aspects of avatar. This coherence of diverse aspects in video
games is an important factor in the constitution of their particular aesthetic.
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During a short section of the game the player becomes the 20 year old Ashley Gra-
ham, daughter of the U.S. President and damsel in distress for this
modern fairy-tale. Ashley is shorter than Leon and the camera is posi-
tioned to reflect this, meaning that the player sees the world from a
lower height than they have become accustomed to. The change in
height results in everything looking somewhat larger, enemies in
particular. During my play sessions the strongest shock was that
as Ashley I had nothing in my inventory. Through playing as
Leon for several hours I had accumulated a significant
arsenal of weapons and sundry equipment. With the
change of avatar I was suddenly stripped of all these important
tools. In effect I felt that I had lost something of myself in the process.
This highlights an important aspect of playing RE4, and perhaps many video games, the
role and meaning of inventory as it constitutes the sense of embodiment.
The principal types of equipment that can be collected during the game are weapons,
ammunition, herbs and healing medicines, treasure such as jewellery and cash, and
keys. Treasure exists purely to be exchanged for weapons, ammunition and medicine.
Keys exist purely to unlock access to previously inaccessible areas of the world and
thus effect progression. Weapons and ammunition define the ways in which the avatar
is able to interact with enemies and some objects in the game. Herbs and healing medi-
cines are literally the means by which the life of the avatar is sustained. After taking
damage from enemy attacks, I needed to periodically heal my avatar by applying some
of the remedies. The players avatar has a health bar that shows a graphical represen-
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tation of their current and maximum health status. Being hit by an enemy decreases the
current level proportional to the power of their weapon wielded. Some of the herbs that
can be found in the game increase the maximum health value of the avatar, thus mak-
ing them potentially much tougher than at the start of the game.
Each of these categories of items functions in a way that in part constitutes the avatar
and their relation to the world. When the avatar picks up any of these items they are
stored in the inventory, that is, they go from being part of the external world to part of
me.
The inventory is represented as an internal space separate from the game world. Once
an object has entered the inventory it can only affect the outside world as and when I
choose to use it. In material terms it no longer exists as an object of the world, and can
never leave the inventory to become a distinct, external object again. Henceforth it only
exists as a capability of my avatar. When I pick up a hand grenade the object disap-
pears from the external world and there is no means for me to put the object back down
in the same state once it has entered my inventory. The grenade can later be discarded,
but it does not re-enter the external world, it simply disappears from existence. The gre-
nade could instead be equipped as a weapon and thrown, but it is actually incorrect to
think of it as the same object being thrown, it is merely a mechanism for my avatar to
interact with enemies in the game. When thrown it is literally no longer an object but
simply an effect: a visual and sonic explosion and a modulation of the state of entities in
the game world. At no point does the original object ever exist in the same state as it did
before I picked it up. There is no way to throw a hand grenade and then pick it up again.
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The distinction between external world and internal space of the inventory is further em-
phasised by the change in spatial representation and time. In gameplay terms the two
domains of inventory and world are exclusive as the player can only access one or the
other at a time. When accessing the inventory, time in the normal 3D game world is
suspended. The player can manipulate the contents of their inventory for as long as
they like with no change occurring in the external game world. Visually inventory space
is represented as 2D objective space. The player does not take a subjective, situated
3D position within space as is the case during the main game, but rather perceives and
manipulates the inventory without avatarial representation. That is, without embodiment.
Or perhaps it is more useful to say that external objects are incorporated into the avatar
as my embodied presence in the virtual world. The avatar as a virtually corporeal entity
is changed by this incorporation in terms of its relationship to the world. By collecting
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more weapons and ammunition I develop the potential for my avatar to dispatch more
adversaries and hence progress through the game.
In a manner similar to weaponry, collecting keys allows me to advance through the
game. This time, the incorporation of an external object into my bodily capability (putting
the key into my inventory) changes how I relate to the rest of the game world. What was
previously in effect a wall is now experienced as a portal. There is no sense in RE4of a
door that can be locked, unlocked and then locked again. There are non-locked doors
that can change from being open to closed and back again without limit and which can-
not be locked, and there are locked doors that can change to unlocked just once and
only in that direction. The unlocking of a door removes the key from my inventory and
changes the locked door into an non-locked door.
In experiential terms, the incorporation of a key changes my relation to unexplored
space rather than to adversaries within my current space. Initially my bodily relation to
space is constrained to the non-locked areas, but once I have acquired a key my capa-
bility of bodily motility is enhanced. Importantly collecting keys in my inventory only
changes the meaning of doors for my avatar, not for enemy characters in the game,
emphasising that the change in state is subjective and tied to my embodied presence
and its inventory.
The only exception to this case is during the sections of game when playing as Leon,
leading Ashley. In these situations I am in normal control of Leon, but additionally I have
some capacity to direct Ashley. Her character normally closely follows Leon, giving the
impression of some kind of umbilical cord between the two characters which is felt like
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an extension of the normal unitary avatar. I have limited but direct control of her, and
can issue the commands Wait and Follow Me as well as some context specific in-
structions such as Hide when standing by certain objects large enough to hold her.
When Leon incorporates keys into his inventory he can unlock and pass through doors,
but also takes Ashley with him. During these sections of play it is as if Leon and Ashley
are part of the same entity, of which I as player make up the vital third part. Ashley has
limited artificial intelligence, usually capable of finding her way to Leon, and is in some
way a discrete character, but greatly dependent upon Leon, incapable of any real exis-
tence without him. Leon for his part lacks any kind of intelligence or autonomy without
control from me as player - save from the non-interactive, purely cinematic sections
which intersperse gameplay. Finally as the player I lack any presence without the aid of
an avatar. It is through the symbiotic conjunction of player and avatar that meaning is
established within the virtual world. This hybrid conjunction of human and technology is
the topic of the following chapter, Cyborgs and Cybernetics.
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Cyborgs and Cybernetics
"One could conclude that the parasite is manipulating the host'sbehavior to make its way into the body of its definitive host.
-Luis Sera, supporting character in RE4
The spread of new technologies throughout everyday life has led media
theorists to turn to cybernetics as a way to understand the relationship be-
tween human and machine-text (Haraway 1991, Hayles 1999). This
proves productive for theorising a post-Enlightenment notion of subjectivity
which rejects a purely humanistic framework in favour of recognising the agency of
technology in our society (Heidegger 1954). Such an approach raises important ques-
tions for studying videogames as a paradigm for engaging, immersive, meaningful
human-computer interaction (Lahti 2003). In particular Haraway's rendering of the cy-
borg's hybrid nature as a rejection of the binary distinction between human and technol-
ogy has become a dominant motif in new media and games studies (1991). For exam-
ple, Dovey and Kennedy (2006) argue that purely textual analyses cannot account for
the full range of gameplay, which comes about by the cybernetic feedback constituted
by player and machine (see also Salen & Zimmerman 2003; Friedman 1995; Lahti
2003; Cameron 1995).
McLuhan popularised the notion that not only did technology have an active role to play
in society, but that it had a profound effect upon our consciousness (McLuhan 1964). He
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argued that media technologies act as extensions of our senses, and that our con-
sciousness is constituted by the ratio of our sensory stimuli. Ihde (1998) also discusses
bodily and sensory extension in regard to technology, with particular reference to Hei-
degger and Merleau-Ponty. Heidegger (1962) analysed the human use of tools and
noted the way they temporarily change from being discrete, separate objects, to becom-
ing part of the action in which they are used. In the case of video games, the discrete
player and game come together to create a third term or event: gameplay (Dovey &
Kennedy 2006, Giddings 2006). In Ihdes treatment of tools as sensory extension he re-
fers to Merleau-Ponty with a discussion of how a blind man's cane extends his sense of
touch by redefining the boundaries of the "here-body". This extension of the "here-body"
is involved in the construction of the accumulated, past, habitual body image which
might account for what has been called The Tetris Effect: after prolonged gaming ses-
sions, Tetrisplayers anecdotally report visual and cognitive disturbances which appear
to be derived from their game play, such as experiencing a heightened awareness for
the possibilities of objects in their immediate surroundings to fit together like Tetris
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pieces3, as amusingly illustrated by the following comic,4
Within the context of VR or video games, the monitor can be considered as an exten-
sion of vision, and the visibility of (parts of) our avatar body - especially when seen by
the player from a first person point of view - acts as a prosthetic link between the physi-
cal human and its counterpart within the virtual space (Lahti 2003). Huhtamo discusses
how this "bilocation" is simultaneously a representation and source of bodily experience
(1995: 177). There is no simple Cartesian dualism here, no separation of mind from
meat, but rather a complication of the constitution of body being present in two loca-
tions simultaneously. Both locations are ontologically different (Aarseth 1998), hence
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3 Further intriguing research to consider would be the work conducted by Robert Stickgold at Harvard
Medical School comparing amnesiac Tetrisplayers with normal players who reported dreaming of imagesfrom the game. Of particular interest to this study is the following,
Co-author David Roddenberry, an undergraduate at Harvard, noticed that one of the amnesiacs who
didnt remember the game nevertheless placed her fingers on the computer keys used in playing at thestart of a session.
Leutwyler, Kristin. Tetris Dreams, (Scientific American, 2000).
(Last ac-cessed 20th May 2007).
See also (Last accessed 20th May 2007) and
(Last accessed 20th May 2007).
4 Gurewitch, Nicholas. Game Boy, The Perry Bible Fellowship.
(Last accessed 19th July 2007).
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are both forms and senses of the body, being determined by their specific conditions.
Huhtamos project follows in the tradition of Ihde, McLuhan and Heidegger as an inves-
tigation into the effects of technology upon culture, in which he sees adaptation to
telematic environments as being symptomatic of contemporary high-tech society. This
thesis is in many ways an attempt to account for the specificity involved in being a
physical body using technological tools to project ones sense of presence into the vir-
tual game space.
From the concepts of cybernetics and the cyborg develops the idea of cybertext, the cy-
bernetic assemblage of player and ergodictext - that is, a dynamic text upon which the
user/player must take action for gameplay to come into being (Aarseth 1997). As we
have already discussed, video game play only occurs when player and game interact.
While recourse to a cybernetic framework has been useful to highlight machine agency,
the intention of my work is to attend to the specific material conditions of both human
and machine in their novel 'physiology' (Lister et al. 2003: 374), with attention to the
specifically human qualities of somatic awareness and the technological properties of
the machine which affect them during gameplay.
RE4provides an instructive example of the way in which my senses could be described
as being extended during play. First of all it will be useful to describe my style during the
early stages of the game. Being unfamiliar with the world, its properties and mores but
being more used to other, more fast-paced action / combat games, I began with an ag-
gressive play style, directing my avatar to move quickly, running towards enemies and
then shooting them. Typically once an enemy had detected my presence - usually by
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line-of-sight, they would issue an audible battle cry. I used this effect to help me locate
enemies as their clear-cut computer code was better at detecting me than I was at visu-
ally spotting them through the trees and so on. In particular the early levels of the game
feature outdoor environment which are often thick with flora. The overall colour-scheme
of the first level is dominated by the muted browns and greys of bark and dirt. In this en-
vironment, the enemies who are local peasants or farm-workers have a natural camou-
flage in their dirt encrusted clothes and skin, blending in with the bushes and trees that
they hide behind. Hence I didnt depend on my unreliable visual sense very strongly, but
rather found that by running I would quickly alert the enemies to my presence, and then
once they had alerted me to their presence I stop moving and just wait for them to ap-
proach me.
Perhaps unsurprisingly this tactic didnt work very well for very long. There are plenty of
occasions in the game where enemies dont announce themselves like this, but rather
silently stalk the player or jump out from around a corner, in classic horror style. As a
result of one too many such scares I compromised my style and began to move more
slowly and carefully in order to find enemies before they found me. As ammunition is
scare in this game, it is preferable to dispatch adversaries safely from a distance and
with a single shot to the head rather than engage in a confused, fast-paced gun battle at
close distance.
After some time of playing like this I noticed that something quite remarkable had oc-
curred in the way I was sensing the presence of enemy characters. Without consciously
being aware of it, I had adapted to visual and physical feedback from the Wiimoteand
was using this to augment my slower, and more deliberate approach. In normal play,
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Interaction and Configuration
Soon you will be unable to resist this intoxicating power!
-Osmund Saddler, principle antagonist of RE4
During play, the actual physical body is implicated as central to bringing about interac-
tion. Furthermore as bodily senses are extended to construct a hybrid human/machine
cyborg, the body is doubled and virtualised in the course of interacting with the virtual
environment. Our sense of presence in the virtual world reconfigures Merleau-Ponty s
being-in-the-world as additionally being-in-the-virtual-world. That is, we adapt our
bodily senses through the physical peripheral devices such as controller and screen, in
order to attend to what Merleau-Ponty described as our projects which occur in the vir-
tual environment. This bodily interaction with virtual projects is the subject of the current
chapter.
While examining a cinematic virtual train ride in which our eyes metonymically represent
the body situated in the virtual environment, Huhtamo (1995) notes that there is a com-
promise involved in the movement from actual to virtual space; the body is simultane-
ously freed form its normal constraints while at the same time coming under the pre-
recorded control of the camera-as-spectator. This represents a complication of the tradi-
tional division between spectator and author which is even more powerful in video
games where the player is allowed to actively participate in a new world, but only on the
machines terms. Involving the user in the ergodic production of a text raises questions
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of authorship and put into doubt existing media theories that assume a consistent, static
text body and the authority of a coherent author. It can be argued that all of our medi-
ated relationships are interactivein the actof interpretation and that we do not neces-
sarily passively consume the original, intended meaning (Manovich 2001; Aarseth
2003). Dovey and Kennedy (2006) argue, however, that gameplay consists not only of
interpretative activity but additionally requires a unique form of action in order for the
game to come into being.
Narrative in game studies has typically been concerned with discussions of interpreta-
tive rather than embodied pleasures (Ryan, 2005), and has proved to be controversial in
regard to ludological pleasures of gameplay due to the impact interactivity can have,
... in literary matters, interactivity conflicts either with immersion or with aes-thetic design, and usually with both.5
Providing the player the option to influence an unfolding story is a complex and unpre-
dictable demand on narratives which are typically static and authored by a single voice.
Indeed, requiring the player to act in order for gameplay to take place can in itself dis-
tract the player from the traditional pleasures of non-interactive reception. That is to say
that traditional models for the reception and consumption of narrative cannot be navely
applied where interactive videogames are involved, but a rather more nuanced ap-
proach attentive to the specificity of the medium is required.
Newman (2002) proposes an "interactive continuum", ranging from fully interactive ("on-
line") to non-interactive ("off-line"), with degrees of partial interactivity in between. Im-
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5 Ryan, Marie-Laure. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic
Media. (Baltimore, MD: John Hopkins University Press, 1991).
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portantly on-line play deals with immersion and a sense of presence in the game rather
than the "detached and critical contemplation of complex narrative" in off-line experi-
ences. The aesthetics of on-line gameplay are both interactive and immersive, but this
results in a very different type of immersion.
RE4exhibits a complex continuum of interactivity. During normal on-line play there is no
attempt at conventional narrative per se. This would correlate well with Grodals (2003)
assertion that action-based games stimulate emotions from the sympathetic nervous
system, which are incompatible with contemplative narrative consumption. There are
numerous cutscenes throughout the game, and due to my familiarity with the conven-
tions of video games - and their remediation of film - I had expected these to be off-line,
non-interactive sections during which I could sit back and enjoy watching the story un-
fold. This is generally the case but I was shocked to find that fairly often I would be re-
quired to react to events in the cutscenes. This is not without precedent in video game
history, most typically exemplified and popularised by Shenmues6
Quick Timer Events
in 1999, and arguably even further back to 1983 with the pioneering interactive movie /
arcade game Dragons Lair7.
As I began to play RE4I brought with me certain assumptions about video game aes-
thetics. Of interest here is the convention that Newman describes as off-line and on-line,
which in most games is clearly delineated. For example, during off-line cutscenes where
the player is not expected to interact it is typical to observe a stylistic change in the
games presentation. Often this is indicated by the absence of HUD (non-diegetic ele-
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6Shenmue. Sega-AM2. (Sega, 1999). Dreamcast.
7Dragons Lair. Advanced Microcomputer Systems. (Cinematronics, 1983). Arcade.
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ments displaying the player characters state such as health, ammunition and score),
and by presenting the display in letterbox format, remediating an artefact of displaying
widescreen film on standard sized television. In order for the original aspect ratio of 16:9
to be preserved on a standard television sets 4:3 frame, the image is rendered across
the horizontal width as normal, but sections at the top and bottom of the display are left
blank, resembling a
letterbox. These conventions
are not conformed to by RE4
which caused me some
problems early on. During
the games intro I was re-
laxed, reclining in my chair
as I recognised certain con-
ventions indicating that the
sequence I was watching was a non-interactive, or off-line piece. This mode of con-
sumption is very similar to watching a film, so I could allow my attention to be absorbed
by the images without having to actively concern myself with my relation to it. The cine-
matography framed the characters on screen in a dramatic way, with a mixture of estab-
lishing shots, close-ups, shot reverse shot, etc. However as soon as the camera cut to a
third-person view from behind and above Leons shoulder I immediately sat up and
found myself leaning slightly forward, much more aware of holding the Wiimotecontrol-
ler as I recognised this change of visual technique to indicate a switch to the on-line,
fully interactive mode.
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Later in the game after playing on-line for some time, I was again treated to an appar-
ently off-line section, signalled by a shift in camera away from the trailing position asso-
ciated with on-line play. Therefore I relaxed and was ready to enjoy a conventional
cinematic narrative. However, in RE4, these conventions are not followed and I was
surprised to see instructions flash suddenly on the screen indicating that I had to per-
form some action. In a scene
reminiscent of Raiders of the
Lost Ark, Leon was running
away from a boulder, but rather
than follow my expectations of
simply watching this narrative
device, I was expected to ma-
nipulate the Wiimotecontroller
to enact Leons sprint. As I wasnt expecting this demand and had put the controller
down, Leon did not run fast
enough, the boulder caught up
and my game was over.
After having adapted to the con-
ventions of RE4, I learnt not to
put the controller down, even
during apparently off-line sec-
tions of the game. This had a cu-
rious effect on the way I experienced them. Rather than either a more conventional
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cinematic reception, or a fully interactive visual mode, I found myself positioned some-
where in between. The aesthetic of RE4is an interesting example of hybrids and reme-
diation which in itself would make an interesting study.
To conclude my example I would like to describe an event that took place after many
hours of play, when I had become thoroughly accustomed to these hybrid conventions.
Before starting to play the game, a title screen is displayed with options to start a new
game or load a previously saved game, amongst others. If no buttons are pressed on
the Wiimotecontroller after a minute or so, a purely cinematic trailer for the game is
shown. This is a well made montage of footage from the game which I enjoyed watch-
ing. However, one section of the footage was of a hybrid on-line / cinematic cutscene in
to which the player had to respond. The action was shown using conventional cinematic
techniques rather than the over the shoulder view of on-line play, but an icon of the
Wiimotewas rendered on top of this with instructions to press A+B, two of the buttons
on the controller. Despite this not being part of the game proper, just a completely non-
interactive trailer, my hands still responded automatically to the stimulus my eyes per-
ceived. When the trailer runs, any button press immediately returns the game to the
normal title screen, interrupting the narrative of the trailer. I was confused and not sure
how to receive the images being displayed, whether I was implicated in them bodily or
not, and what my relation to the narrative was. This issue will be explored further in the
chapter Visual and Embodied Aesthetics.
The diversity of meanings for the term interactivity suggests a critical aporia in current
thought on the subject, but Merleau-Pontys (2002) notion of bodily intentionality can be
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read as a holistic approach to explaining cyborg immersion and interactivity from the ac-
tual, physical body mediated by embodiment in virtual worlds. The body as being-in-
itself always already exists within a relational environment, and acts towards intentional
objects on that basis. When I want to drink, my arm picks up the mug and brings it to my
lips without reflective thought. This is a learnt, bodily association predicated on the de-
velopment of my proprioceptive sense within this environment through repetitive action.
This is the most natural sense of bodily interactivity considered, and this approach with
regard to embodiment within a virtual space should prove productive in the analysis of
my own experience of gameplay.
Grodal (2003) asserts that a greater sense of interactivity is produced by more player
motor action that leads to agency within a possible virtual world, which importantly
places physicalmotor actionas the basis for virtual interaction. Dovey and Kennedy
(2006), meanwhile, point out that cybernetic repetition is a central aspect of gameplay
unlike any other form of cultural consumption. An important aspect of such play is the
notion of ideal performance, manifested to the player in a number of guises but most
obviously as the High Score. The quantification of one performance being verifiably
better than another is an important aspect of gaming culture, which results in the wide-
spread publication of walkthrough and speed run guides detailing the steps required
to complete the game with maximum efficiency. Furthermore the very structure of
gameplay consists of what is essentially repetitive action through increasingly challeng-
ing scenarios. The actions central to RE4are navigation through virtual space and tacti-
cal combat, most often shooting. It is telling that at the end of each chapter in the game
the player is presented with a screen showing a breakdown of statistical data compiled
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during play. The categories are Hit Ratio (the percentage of shots fired by the player
which hit enemies), Enemies Killed, Number of Times Killed, and upon completing
the entire game Clear Time (entire duration of gameplay) and Number of Saves. The
periodic presentation of these statistics implies to the player a sense of the values the
game makes of the players performance. This is further exacerbated by the large num-
ber of features which are only available to players who achieve particularly outstanding
performances.
My initial clear time was around thirty five hours on the normal difficulty setting - some-
what more than commonly reported by other players. After increasing the difficulty set-
ting to Pro my clear time actually decreased to twenty five hours. After the initial thirty
five hours of play, my increased familiarity with the spatial tactics of the game, feel for
my avatar, and knowledge of solutions to puzzles presumably amortised the increase in
difficulty and so allowed me to complete the game faster than initially. The only differ-
ence in difficulty that I could identify was that enemies required more damage to dis-
patch than previously, which demanded more accurate shooting as ammunition in the
game is scarce so conservation is vital. After completing all difficulty settings and all
mini-games, certain special weapons were unlocked which radically changed the expe-
rience of the game, resulting in my final clear time of just six hours. In particular the
Hand Cannon, Infinite Launcher and Chicago Typewriter all deliver extremely pow-
erful shots and do not require ammunition, thus undermining several core aspects to the
game. With these weapons incorporated into my bodily capability, enemies were re-
duced to a caricature of their previous significance. While they remained a threat as
they could still shoot and kill my avatar, in practice my previous play had taught me to
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target and shoot so well that I could easily dispatch even large crowds of enemies
quickly and easily without serious danger.
Indeed the most striking effect was that other unconventional aspects of the game be-
came more critical to my progress. In particular the Quick Timer Events (QTE) became
the key focus of my latter gameplay. With the main embodied experiences of strategic
navigation and tactical combat mastered by way of repetitive training and the incorpora-
tion into my avatar of powerful weapon capabilities, the only real challenge was in the
special cases of QTEs. These events are distinct from the regular gameplay experience
as they lack the normal sense of on-line interactive embodiment. This is signalled by a
change in camera angle, the presentation of on-screen instructions, and a change in the
style of gameplay and interface. Rather than being immersed by my interactive avatarial
presence in a 3D environment, QTEs are characterised by a more cinematic spectacle,
augmented with tests of pure reflex lacking a fully interactive avatar. That is, while the
avatar is represented onscreen, even when using the same character model, this is not
strictly an avatar as I am not in bodily control of it. The aesthetics of QTEs are closer to
those of interactive hypertext than to on-line video games. Thus, while most of my thirty
five hours of training was in repetitive embodied actions, the infrequency and disjointed
nature of the QTEs prevented me from adapting to them as part of the overall gameplay
experience. It was only when I primed myself to expect a QTE that I was competently
capable of success. In this mode I would remember when QTEs were scripted to occur
and so pull my attention away from the relaxed consumption of cinematic cutscene or
the immersive presence of embodied gameplay. I would shift to a third state in the inter-
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active continuum: alert to certain specific icons at the expense of both narrative and
embodiment.
This tri-state of interactivity suggests to me both the false dichotomy between narratol-
ogy and ludology, and the inappropriateness of framing interactivity as a continuum.
During my play I felt these states to be quite distinct and would not be able to quantify
their degree of interactivity relative to one another as position along a unified continuum.
Furthermore the transition from one to the other was not smooth and gradual, but a hard
cut, literalised by the sudden, imperative flash of an icon on-screen, or the cutin camera
position and style.
I would go as far as to suggest that each of these states has its own particular aesthetic,
and that the central concern of this current paper is to explore the aesthetics of em-
bodiment which is currently a dominant mode of game play. Ludology has provided a
great deal of material with which to consider game-like elements, and narratology con-
tinues in the great tradition of narrative analysis, but I argue that a more detailed con-
sideration of embodiment is necessary to open up game studies in a productive third
direction.
Dovey and Kennedy (2002) recognise that while the repetitive type of interactivity is ex-
ceptional in video game play, it is not without precedent in other forms of performance
such as the "virtuosity" in sports and music which are both highly dependent upon re-
petitive, physical training. They mention that Quakeplayers describe their performance
with terms that would not be out of place in the martial arts or ballet, such as 'athleti-
cism', 'balance' and 'coordination' (2006: 115). Indeed they emphasise that it is the
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physical body of the player (such as manual dexterity and hand-eye coordination) that is
being trained to conform to the game's preferred performance (2006: 110). Similarly
Murray (1997: 153) talks of the game designer as constructing a choreographic context,
within which the player becomes an improvisational dancer.
Grodal also observers that one's sense of interactivity is not fixed, but rather varies with
time and ability. He contends that players sense of what he calls agency will become
diminished as their activity becomes habitual, and their awareness of their role in the
world is more as an automatic mechanism responding to stimuli in the optimal way. That
is, his use of the term agency is related not to interactivity generally, but rather refers
to a sense of reflective, conscious intentionality. Hence, as the players performance
improves, their actions become more physically instinctive, rather than cognitive as
there is less need to reflect on the unfolding of each scenario. The extensive amount of
repetition involved has physically trained the player to respond in a pre-reflective, bodily
manner. He contends that in the final, automatic stage of gameplay mastery, one's im-
mersion is at its peak and is "trancelike" due to the sophisticated neuronal reconfigura-
tion between perception, emotion, and motor action, which he describes as desensiti-
sation by habituation. It is important to clarify particularly that this desensitisation is only
related to the automatic motor function within the current virtual environment, and does
not address issues of desensitisation to violent visual stimuli, for instance. It is rather the
habit of moving in and around space that Benjamin comments on with regard to archi-
tecture,
... buildings are appropriated in a twofold manner: ... by touch and by sight....On the tactile side there is no counterpart to contemplation on the optical
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side. Tactile appropriation is accomplished not so much by attention as byhabit.8
Elsewhere (White, 2007) I have addressed Pennys (2004) attempts to work through
what this habitual training means for the player, with particular interest in whether violent
video game play can train a player to automatically respond with violence to stimuli in
the real world. His work also attends to issues of bodily action in interactive entertain-
ment, with a particular concern that traditional critiques of visual representation are in-
capable of addressing issues involved where physical bodily action can produce corre-
sponding visual effects. Referring to Foucault (1977), Marcel Mauss (1973) and Pierre
Bordieu (1977), Penny points out a variety of situations which make use of the repetition
of physical action as a form of training, not only intentionally as a way to control the
body (as in martial arts, yoga and football), but also in the way that social behaviours
are subconsciously adopted, and further argues that sports and military training are both
"anti-intellectual" in the sense that such training is only effective once it has been as-
similated into the body rather than the mind.
The principal archaeology invoked in his work is in US military technology, following the
development of DARPA's VR simulation engines from the 1980s through the 1990s and
relating it to corresponding developments occurring contemporaneously within the
games industry. He also points out that the U.S. military licensed Id Software's Doomas
a "tactical training tool" (p. 75) and the U.S. Navy's use of The Simsto "model the or-
ganisation of terrorist cells" (p. 76). However, despite showing the shared history and
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8 Benjamin, Walter. The work of art in the age of mechanical reproduction. (1936).
(Last accessed 29th June2007).
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similarities between military simulation training and video game play, Penny fails to take
into account their differences. In particular the hyper-mediation of modern push-button
warfare is in many respects indistinguishable from its simulation. I contend that bodily
intentionality in real life and the virtual environments of video games are too different
from one another to complete the chain of perception, emotion, cognition and physical
motor actionnecessary to enact trained stimulus-response, and that furthermore the
player maintains an awareness and critical distance to their actions which frames a dis-
tinction between real life and gameplay, a distinction missing from the level of serious
commitment brought to military training (White, 2007).
Lahti uses language reminiscent of McLuhan when he observes that action based
games train us through repetition in a manner similar to industrial work: we become
automatons with a "prosthetic memory" (2003: 166). This fits well with Merleau-Ponty's
description of the habitual body as site for the accumulation of bodily experience. It is
literally "muscle memory", and in the case of virtual embodiment this becomes cyborg or
prosthetic memory; our physical muscles become attuned to technological devices such
as game controllers, which act as the prosthetic link between the physical, actual body,
and the virtual world from within which originates the stimuli we physically respond to.
Friedman (1999) describes how this affects not only our bodies, but - also in tune with
McLuhan's notion of consciousness being determined by sense-ratios - our minds. In a
cybernetic relation we develop "cyborg consciousness". This is a clear example of the
issues Heidegger (1954) was concerned with, the instrumentality of technology and its
surreptitious effect upon the way we live our lives. Poster (2002) argues that our every-
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day experience of being is now distributed and connected with machines and other hu-
mans through technologies such as the internet. As such this is phenomenologically
novel and distinct from the experience with technology that Heidegger describes. The
current imbrication of human and technological is a new form of hybrid participation
rather than the earlier surreptitious, mechanised control of Heideggers dystopian fears.
Indeed, Gee (2004) argues that games force us to learn and adapt through interaction,
and as such train us to become active rather than passive in our modern, rapidly chang-
ing lives, literally to become actors. As has been discussed earlier, through repetitive
physical motor action, games can establish automatic stimulus-response reactions
within the limited confines of their specific space, but more generally their requirement
of interactivity encourages game players to maintain an attitude of curiosity and experi-
mentation based upon their active engagement with media.
Interactivity and the player characters agency are tightly associated with an embodied
presence in a virtual world. The notions of the cyborg and Merleau-Ponty s phenome-
nology suggests ways to theorise and reconcile these in terms of virtual bodily inten-
tionality.
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Space
The defining element in video games is spatiality9
A number of theorists have approached an analysis of video games with an attention to
space (Aarseth 1998, Babeux 2005, Buckley 2004, Miklaucic 2006, Taylor 2005), and
this proves to be particularly relevant for an understanding of gameplay in RE4.
Merleau-Ponty shows that subjectivity manifests as a result of a spatially situated body,
and that our relationships to the world and other entities are predicated upon this em-
bodied nature (2002). When playing RE4, the avatar is the vehicle of the players em-
bodiment within the virtual space of the game, and the spatial dimensions of the game
are the environment in which the cyborg player / avatar is situated. A particularly inter-
esting quality of RE4is that some of the games topography is experienced in a number
of different contexts, and through several different avatars. The main game environment
is shared between Leon, Ada and Ashley, with some unique areas only accessible to
each individual character, but the Mercenaries mini-game is a particularly interesting
exercise in spatial gameplay. In this mode of play only four levels of the game are ac-
cessible: the pueblo village, castle, mountainside, and water island. Gaming website
IGNprovide guides for each of these locations, and their strategies are all described in
spatial terms:
Pueblo ... Speedis the key to survival in this stage. Run to the south end ofthe village and shoot any enemies from there. After a few seconds, run to the
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9 Aarseth, Espen J. Allegories of Space: The Question of Spatiality in Computer Games. (University ofBergen, 18th May 1998)
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north end of the village and do the same tactic. Running north to south andvice versa keeps the crazed villagers from surrounding you.
Castle ... Distanceis the key to survival in this area. Run from one end of thearea and turn around. Shoot all enemies in the way and head for the otherend. When running up stairs be cautious because enemies will appear out ofnowhere and ambush you.
Mountainside ... Heightis the biggest key to survival here. Shoot anybodyfrom either the top of the towers or from the ground. Each time you approachan excavated tunnel; you will encounter more enemies so be on your guard.When enemies climb ladders or jump down from high ledges, take a shot!
Water Island ... You'll have to combine Height and Distanceto kill your foes in
this stage. Shoot everyone that climbs up the ladders and shoot everyonethat is standing on the opposite roof. When on the ground, keep evasive andrun from one end to another while shooting those in the way.10
(emphasis my own)
These four levels are intended to be played over and over again with five different ava-
tars (Leon, Ada, Jack, HUNK, Wesker). Playing the same level against the same adver-
saries but with different player avatars emphasises the unique relationship between
avatar and world. Despite using such a limited environment, the game remains interest-
ing throughout these prolonged play sessions precisely because it is an exercise in spa-
tially embodied player agency. Playing as a variety of avatars in exactly the same envi-
ronment allows the player to explore the diversity of meanings this space can have for
each different character. The game has such great replay value because each avatar
presents the player with a new bodily intentionality to the environment.
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10 VampireHorde, Resident Evil 4 Mercenaries Mode FAQ. (IGN, 31st January 2005) (Last accessed 15th July 2007).
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Even when playing with a single, consistent avatar, its interesting to consider the
changing ways in which space is experienced. At the start of each level the first thing I
usually did was examine the game map, which is a simplified, overhead plan of the
principal structures and doorways in the level. It shows the location of certain special
areas where you can save the game or upgrade weapons as well as indicating the des-
tination that the player must reach in order to progress to the next level. I used this map
to orient myself in the space, to get an idea of where I was in relation to the other impor-
tant features, and so to identify in which direction I should proceed.
Tuan (1977) provides some useful terminology for understanding my different experi-
ences of space. This first example of examining the map is what he calls spatial knowl-
edge and is purely cognitive as it has not been assimilated into the moving body as
spatial experience. As I entered each new environment (a room or level in RE4for ex-
ample), I began by visually examining its appearance, trying to locate significant entities
such as enemies and treasure, and also in an attempt to situate my embodied presence
within that environment through my bodily senses.
Audio cues also play a role in this, but from my own personal experience I found them
to be unreliable; my impression was often that I misinterpreted the location of enemies
when I judged this purely based on the sounds they made. Whether this was due to the
particular set-up of my audio equipment or the positional-audio technologies used in the
game I cant say. 3D games usually make use of 3D environmental audio which trans-
form audio samples based on the relative location of source and player. For example, a
sound that originates far away from the player will result in the sample being played
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more quietly and perhaps with additional sound filters (such as echo, reverb, or Doppler
shift) to give the impression of the environment within which it is heard. In my subjective
evaluation, it sounded to me that RE4does not physically modulate audio based on lo-
cal environmental geometry. Specifically an enemy standing behind a door or even a
concrete wall would sound the same as one equidistant to me, but without physical ob-
stacles in the way.
After having familiarised myself visually and aurally with the new environment I would
proceed to move around within it in order to experience the space from a variety of dif-
ferent perspectives. By moving around the same audio/visual stimuli I was able to build
up a better mental model of what they were and where they were located. As Merleau-
Ponty shows, motility is a key component of spatially situated subjectivity (2002: 112 -
170), and this is especially important when viewing a 3D environment projected onto the
2D space of a television screen, as demonstrated by numerous optical illusions such as
the Necker Cube11
. Initially it can be difficult to
identify what a static object is, especially with the
monocular two dimensional vision rendered onto a
flat television screen. By shifting location we see
the same object from a variety of perspectives and
so build a more comprehensive, pre-reflective im-
pression of the object.
This initial mode of exploration I call tactical because
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11 Objects in RE4provide more visual clues as to structure than the Necker Cube, such as with textureand lighting, but the absence of stereoscopy and motility can still result in ambiguity.
Necker Cube
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of its military connotations. It is a detailed, highly localised mode of being where my at-
tention is focussed on the immediate surroundings and senses. This military analogy is
particularly apt to the subject matter of RE4, where gameplay is principally defined by
combat. By moving my embodied presence around the environment I develop a sense
of spatial experience, that is, I become familiar with the environment in a bodily way - I
no longer need to cognitively reflect on where I am in space, but have assimilated this
knowledge into my bodily experience of motility. I am capable of moving and acting with
little or no reflective thought. I am immersed in a sense of being bodily present in this
environment. This is no longer space in Tuans meaning of the word, an unknown area
that needs to be explored, but rather has the potential to become a place. For Tuan
this term suggests a familiarity and comfort of somewhere predictable and safe.
This terminology derives from cultural geography, and so does not intentionally address
the unique situation of gameplay as Tuans interest was in actual human life, settle-
ments and the home. However, the distinction between unexplored, unknown and po-
tentially hostile space and the known place is still a useful distinction to make with
RE4. It would be inappropriate to describe a familiar room in the game as homely due
to the difference in meaning between the space of a home and the space in the game.
In particular as Aarseth (1998) suggests, the use of space in RE4is defined by the
terms of the game design, whereas the use of space in the home is defined by the
terms of domesticity and social rules. Space in the home often has meaning defined by
familiarity and comfort, but space in RE4is only meaningful as a means to play, so that
when the possibilities for play have been exhausted, the space becomes no longer
meaningful. My tactical exploration of a potentially new, hostile space is meaningful as it
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has implications for my continued pleasure in playing the game. As I explained earlier,
my initial tactic of running head-first through the game resulted in my avatar being killed
too often so it was necessary to adapt to a slower and more cautious approach. This
change in style was determined by gameplay considerations - in order to play and pro-
gress successfully through the game it was necessary to respect the potential danger of
the space. Once enemies have been killed the space loses its threat, but also its signifi-
cance. As gameplay is predicated on a certain degree of interaction, once the significant
interactive elements (i.e., the enemy characters) have been removed there is little left to
enjoy in play.
During one part of the game while playing as Ada in the pueblo village I became unsure
of how to proceed. I had killed all of the enemies in the current location, but could not
see any unlocked exits on my map. Often the trail of new enemies leads the player to
their next location, but in this case that didnt seem to be the case. Id made a point of
exploring the area to be sure that there were no enemies left, and hence no parts of the
space that might prove to be significant in gameplay terms. The village was empty, there
was nothing to do, no clues as how to proceed. Clearly I was missing something. The
only possibility I could imagine was that there would be a key of some sort in the village
somewhere, but I simply hadnt found it yet. Treasure such as keys are normally ex-
tremely easy to spot as theyre displayed with a glowing halo or sparkle in bright, artifi-
cial colours that contrast well against the muted, natural tones of the background. I was
therefore quite sure that if a key was here, then it wasnt simply something to be picked
up like normal treasure. The only alternative was that I had to dosomething in order to
receive the key. I quickly ran around the area again, but this time trying to interact with
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objects I wouldnt normally think of as meaningful. Often when the player avatar ap-
proaches a cupboard or other container a message will appear on the screen indicating
that the object can be opened, and usually some treasure will be found inside. There-
fore I set to running through the village, close to all of the visible geometry I could ap-
proach. While doing this I noticed other objects that I hadnt considered interacting with
before. Particularly in the pueblo village there are autonomous farmyard animals such
as cows and chickens, which are normally just in the background and incidental to the
game. I realised that I could attack and kill them, and that this was another potential
form of gameplay significance that could help me to progress through the level. In the
village this approach did not actually help directly - it eventually turned out that I had
simply not approached the right object previously - it did make a difference later on in
the game. I discovered that if I shot the crows that dotted some of the levels, they would
- inexplicably - drop treasure when they died.
Perhaps the most important factor for arguing that levels in RE4, even when emptied of
adversaries and incidental animals, cannot be described as place is that they no
longer have meaning for the player. There is literally nothing left to interact with in a
completed level, no treasure to collect, no enemies to overcome, no reason to navigate
the topography. The exception to this might be those locations where a friendly mer-
chant can be found. Whenever I was playing and came across one of these locations I
felt relieved because this placemeant a break from combat and a chance to refresh my
inventory. Levels in RE4are constructed into discrete sections which appear continuous
on the overhead map, but which in practice are separated from one another by internal
doors. Most doors in the game swing open when the avatar pushes them, but doors
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which divide the level into their constituent sections are not shown to open. Rather
when the player approaches them and presses the button to open the door, the screen
fades to black, there is a short pause during which time the new section is loaded, and
the game resumes on the other side of the (closed) door. Enemies never pass through
such doors. Usually when the player comes across a merchant he is in his own small
section of the level in which enemies are absent. This is the material basis for which the
merchant areas could be considered place.
The corollary to my tactical mode of exploring unfamiliar space is a strategic mode of
moving through the familiar. Typically in the game I would progress through the sections
of a level in a relatively linear fashion towards the goal or destination. Sometimes it
would not be necessary to explore the whole level in order to progress to the next one,
but there are certain benefits to doing so. In particular the chance to collect more treas-
ure or ammunition which could be useful in latter parts of the game. In such cases I
would likely have to return through areas I d previously explored in order to get to a door
that Id initially overlooked but which Id subsequently identified on my map. I would
need to move from my present location through areas that I had already explored and to
a certain degree assimilated into my bodily experience, and from which I d already dis-
patched all enemies. This mode of movement is no longer the slow, careful, analytical
and tactical exploration, but rather a high-level, cognitive plan of action composed of
rough structures (rooms) and their connecting points (doors). It is an exercise in navi-
gating through a network of nodes and lines, or in other words, a map. I call this mode
of movement strategic, again with the military connotations of long-term or overall
planning. This mode makes extensive use of my spatial knowledge, literally represented
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by the overhead map. However my embodied presence still has to move through the
intervening space and I have to negotiate the particular features of the world that I en-
counter along the way, such as doors and paths. My attention in this process is a com-
bination of visual analysis and cognitive planning. I would typically begin by examining
the overhead map to orient myself and construct a mental plan of action, which could be
verbalised something like this:
Go through the door which is ahead and slightly to the left of my present lo-cation. Follow the corridor regardless of which directions it winds. At then endthere is another door to go through. After that turn right and head straight
ahead, then take the second door on the left.
Once Id completed this small section of my plan I would examine the overhead map
again to verify I had reached the intermediate point I d intended, and construct a plan for
the next few steps of my strategy. While executing this plan I would not be consciously
looking for enemies or treasure as I had already dealt with all of them during my initial
tactical exploration. Instead I would see the space only in terms of features pertinent to
my current plan, i.e., doors and paths.
Babeux (2005) uses the terminology of tactic and strategy to consider the relationship of
player to space in a variety of games, appropriated from De Certeau's (1990) analysis of
the repetitive and unconscious practices involved in everyday life, and in particular in
the navigation of urban cityscapes. Babeux suggests that the player attempts to regain
a tactical control of space from the game designer, manifested in the layout and con-
tents of the environment. The creative play that takes places in this process occurs in
the liminal space between real and virtual, and it is in the tactical re-appropriation of
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space that the player expresses their self and makes the space their own. Indeed, in
Merleau-Pontys phenomenology, it is the space between the body and the world that
allows communication to occur between the two, from which derives our sense of being-
in-the-world.
In addition to De Certeau (1990) and Tuan (1977), Lefebvre (1991) and Soja (1996)
provide some other useful terminology for understanding the space of video games
(Taylor 2005, Buckley 2004, Miklaucic 2006).
Lefebvre talks about spatial practice as the material or sensorial qualities of space and
the people and practices that construct and use it, which in Sojas scheme corresponds
to Firstspace. Lefebvres representation of space or represented space is the ab-
stract plan or cognitive knowledge of a space, correlating with Soja s Secondspace.
Both of these forms, the material and the abstract, come together in a meaningful way
as spaces of representation or spatial representation in a Thirdspace which is lived,
experiential space.
Buckley (2004) uses Lefebvre and Soja's terminology to reflect on the use of space in
Mystand Tetris. He identifies Mystmostly as a game of Firstspace due to its emphasis
on visual , navigable exploration, and Tetrismostly as a game of Secondspace by its
use of abstract or conceptual space. He notes, however, that neither of these games
deal exclusively with either one or the other spaces, but observes that it is through the
conjunction of body and game that the Thirdspace or spatial practice of gameplay oc-
curs. In closing, Buckley remarks that Thirdspace is a site for contestation, paralleling
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Babeuxs assertion that in the liminal space between player and game there is negotia-
tion, where each attempts to impose upon the other.
Congruently, Giddings (2006) discusses the temporary event of videogame/play/er,
emphasising that gameplay only comes into being as a lived experience when human
and non-human actors operate upon one another. While Giddings highlights the human
/ non-human relationship of the event of gameplay, my current work is more concerned
with shifting the focus back to the human experiential qualities of gameplay, while ac-
knowledging in the process that these are mediated by a machine. As Merleau-Ponty
has shown bodily intentionality is at the core of phenomenological analysis of actual life,
so too does my work attempt to show that the technologically mediated hybrid of actual
and virtual bodily intentionality is at the core of my phenomenological analysis of em-
bodiment in RE4.
Miklaucic (2006) and Laurie Taylor (2005) both attempt to analyse space in video
games with reference to Lefebvre, but furthermore pose questions about our under-
standing of space in the actual world more generally. Miklaucic wonders whether games
can be considered as cognitive maps which help us to understand our location in the
complex, postmodern world. He concludes, however, that the hypermediated,
information-centric interface of his case study, SimCity 3000, emphasises the cognitive
"Secondspace", a representation rather than perception of space, let alone the repre-
sentational, lived "third space", and as such tends to replace actual, lived experience
with the instrumentality of demographics and productivity charts.
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Taylors focus is on an historical analysis of the development of use and meaning of
space in video games. She reflects on the rising significance of video games in popular
culture and ponders on spatial representation and meaning in literature and film, with
reference to Gaston Bachelard (1984). She raises the question of whether a cultural
shift away from literature and toward video games as spatial practice might result in a
new meaning of space in the postmodern world, particularly with the increasing absence
of a traditional fixed space of the family home. The implication being that cyberspace is
increasingly defining our cultural understanding of space, and that therefore videogame
studies offer an opportunity to critically analyse this development. Huhtamo made a
similar assessment in his 1995 work, when he argued that our growing adaptation to
"telematic" reality is symptomatic of broader cultural changes, which calls into question
traditional ideas of the audience, public and private (177). Taylor argues that space is
critical to video games, and that the construction of virtual space is so different to the
construction of 'real' or other symbolic space (such as film or literature) that it is a re-
quirement of game studies to critically inquire into how they become and are lived
spaces.
Finally Aarseth (1998) also invokes Lefebvres terminology to analyse space in video
games, particularly with reference to Mystand Myth. His emphasis, however, is to dem-
onstrate that virtual space is always situated within real space. Citing Leirfall (1997) he
points out that virtual spaces are systems of signs rather than actual material space,
and that therefore the spatial practice of video games leads to a representation of space
which is symbolic rather than actually spatial. Games operate according to explicit and
intentional sets of rules, expressly designed to be conducive to gameplay, which to
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Aarseth makes video game space symbolic rather than actually spatial, and hence 'alle-
gories of space'. In his argument he is referring to spatial practice as the act of game
designers and artists constructing the space. This clearly does lead to a symbolic rather
than actual space as it is literally constructed from binary digits of 1s and 0s which are
ordered in such a way to symbolise space. However, the difference between the actual
and the symbolic is one of framing; within the 'real world' we take social rules and laws
to be inherent, and it is only within an artificially constructed frame that we can contest
them as such. For example within the 'magic circle' of play or within the confines of the
carnival. Nevertheless we are strongly guided by even an unconscious adherence to
these social rules (for example Foucault 1977). Importantly, the awareness that the
frame of a virtual environment is arbitrary rather than inherent means that it can be al-
tered, and the possibility for transformation that was only available in the carnival is now
open in a virtual world but a real self and sense of body.
The question of actual versus symbolic space is a problematic philosophical issue that I
would suggest is not so easily dismissed. In particular my current work attempts to show
how ones play within these spaces is constructed by an embodied cyborgian experi-
ence of virtual space; it is my bodily intentionality towards objects within the virtual world
that determines my experience of space. Even though the spatial practice fabricates a
symbolic space, it is actually experienced in the body as an authentic space in which
the player in situated - if only temporarily, and under the specific conditions of immer-
sion which lead to a sense of presence.
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It is telling that the two games Aarseth focusses his work on, Mystand Myth, are both
quite different in presentation and gameplay than RE4. Buckleys work, as mentioned
earlier, also uses Lefebvres terminology in order to consider Myst, but he concludes
that it is mostly a game of Firstspace (spatial practice as it relates to the consumption of
perceptible space) which is experienced as lived, representational space in the body of
the player. Importantly there is no visible representation of player avatar in Mystand it is
a turn-based rather than real-time game, which perhaps contributes to Aarseths dis-
counting of it as spatial. These qualities certainly contribute something to the players
sense of presence (or lack thereof), and feeling of being embodied within the world. Fur-
thermore, as Miklaucic (2006) showed, a hypermediated interface can result in an ex-
aggerated sense of Secondspace (Lefebvres cognitive representation of space). This
would be especially true also for Myth, which is a war simulation game. Additionally
Aarseths overall oeuvre can be described as ludological as it tends to concentrate on
the ludic qualities of games, that is, the cognitive or structural rather than the personal,
experiential aspects.
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Immersion and Presence
The term immersion has a number of different meanings. It can mean a sense of en-
gagement in an activity, but it is also used to describe the feeling of being surrounded
by, or immersed in an environment. It is a form of concentration wherein a loss of self-
consciousness, temporal or spatial location is effected. Embodied immersion in video
games has a special quality due to its relation to interactivity, and the phenomenological
explanation of being-in-the-world; immersion within an environment depends upon our
relationship to it, and embodied interaction provides us with a particular orientation to-
wards the other features of that environment. Traditional media forms such as film ac-
count for the body as site for consumption (Sobchack 2004), and emphasise somatic as
well as cognitive qualities of their media, but the absence of an interactive embodied
presence within the medium itself results in a significantly different form of presence.
Although the body itself is implicated in the reception of these media, any sense of bod-
ily intentionality is uni-directional as reception only. Presence within these media is ef-
fected through what I describe as ghostly embodiment as the viewer of a film can feel
as if they were within the world presented, but are incapable of effecting material
change upon that world. In video games such as RE4the player character adopts a
specific position within the game world, which in turn implies a bidirectional relationship
with the world. In a literal sense, a player cannot exist in a game environment without
the material presence of code and data in the computer s memory.
Huhtamo (1995) shows that throughout modern history our culture has attempted to
move beyond the constraints of normal embodied life with the aid of a variety of 'immer-
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sive' devices - technologies such as the stereoscope, television and VR, but also phe-
nomena such as psychedelic drugs and Eastern philosophies. In particular he identifies
television, wide-screen cinema and Disneyland as symbolising the reorganisation (or
hyper-real seduction in Baudrillard's terms (1994)) of audiovisuality. We could perhaps
add videogames to that list as the most recent challenge to traditional media analysis.
Meanwhile Ihde (1998) discusses the "dimensions" of media through history, including
silent movies with their exaggerated reliance upon the visual spectacle, to contemporary
movies which combine audio and visual. He shows how the physically stationary,
seated viewer is the centre of (embodied) perspective in a vertiginous roller-coaster
movie where the world appears to move around him, whereas seeing the same specta-
cle from an external (disembodied) point of view would not result in vertigo.
Heim (cited in McMahan 2003) defines virtual reality as real only in effect. This definition
could be refr