Chapter VII
Game Interfaces as Bodily
Techniques
David Parisi
New York University, USA
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AbstrAct
This chapter discusses the way that new video game interfaces such as those employed by Guitar
Hero™, Dance Dance Revolution, and the Nintendo Wii™ are being used to invoke the whole body as
a participant in the game text. As such, new video games involve more than cognitive education; they
impart a set of body habits to the player. Drawing on Marcel Mauss’s concept of “bodily technique,” I
propose a new vocabulary for understanding these devices, referring to them as bodily interfaces. Next,
I discuss three aspects of bodily interfaces: mode of capture, haptics, and button remapping. In order
to help educators take advantage of these developments, I conclude by pointing to theoretical literature
on the relationship between the physical and mental aspects of the learning process that may be useful
in rethinking electronic games.
INtrODUctION
Electronic gaming involves learning new habits
of interfacing with game texts. Each new medium
brings with it a particular set of what sociologist
Marcel Mauss (1973) termed “techniques of the
body,” where the body is conditioned to interact
with the physical medium according to a set of
cultural codes associated with it. In this chapter,
I will explore the techniques of the body that
emerge in our interactions with electronic games
and examine the ways that they are transforming
the user’s bodily experience of the medium. It is
my argument that electronic gaming trains our
bodies to navigate texts in a new and signiicant
way, in some instances electronically reproducing
or mimicking the non-electronic (as is the case
with games such as Guitar Hero and Dance Dance
Revolution ), and in others creating a new set of
bodily habits. My focus on the interface as some-
thing encountered physically is intended to orient
the reader away from visual and audio aspects of
information display and toward the materiality of