2025
Mayer, Aska; Mäyrä, Frans; Raisamo, Roope
Playing with Augmented Bodies: Dystopian and Protopian Experiences of Human Augmentation in Digital Games Journal Article
In: Convergence: The International Journal of Research into New Media Technologies, 2025, ISSN: 1354-8565.
Abstract | Links | Tags: Augmentation, Digital games
@article{nokey,
title = {Playing with Augmented Bodies: Dystopian and Protopian Experiences of Human Augmentation in Digital Games },
author = {Aska Mayer and Frans Mäyrä and Roope Raisamo},
url = {https://doi.org/10.1177/13548565251331455},
doi = {10.1177/13548565251331455},
issn = {1354-8565},
year = {2025},
date = {2025-04-03},
urldate = {2025-04-03},
journal = {Convergence: The International Journal of Research into New Media Technologies},
abstract = {In this paper, we will present the horror game SOMA and the artistic game Morphogenic Angels: Chapter 1 as exemplary cases within science fiction for the expression and experience of cultural understandings of technologically augmented beings and environments. Locating contemporary cultural myths of technology within both games, we will show the protopian and dystopian function of both cases and locate them in a broad socio-cultural context of technology forecasting. Considering the specific nature of the digital game as an in-itself augmenting technological medium, we will additionally introduce a somaesthetic perspective of player experience to the game analysis, in order to point out the relevance of the immediate bodily perception of games for informing the reflection of diegetic realities. Finally, this paper will provide an overview on how science-fiction games represent and establish experiences and reflections of the progressing augmentation of bodies and their environment.},
keywords = {Augmentation, Digital games},
pubstate = {published},
tppubtype = {article}
}
In this paper, we will present the horror game SOMA and the artistic game Morphogenic Angels: Chapter 1 as exemplary cases within science fiction for the expression and experience of cultural understandings of technologically augmented beings and environments. Locating contemporary cultural myths of technology within both games, we will show the protopian and dystopian function of both cases and locate them in a broad socio-cultural context of technology forecasting. Considering the specific nature of the digital game as an in-itself augmenting technological medium, we will additionally introduce a somaesthetic perspective of player experience to the game analysis, in order to point out the relevance of the immediate bodily perception of games for informing the reflection of diegetic realities. Finally, this paper will provide an overview on how science-fiction games represent and establish experiences and reflections of the progressing augmentation of bodies and their environment.
2024
Mayer, Aska
Playful Somaesthetic Technology Practices: Characteristics, Conditions, and Frameworks across Arts, Games, and Augmentation Journal Article
In: Journal of Somaesthetics , vol. 10, iss. 2, pp. 178-197, 2024, ISSN: 2246-8498.
Abstract | Links | Tags: Augmentation, Human-technology relations
@article{nokey,
title = {Playful Somaesthetic Technology Practices: Characteristics, Conditions, and Frameworks across Arts, Games, and Augmentation},
author = {Aska Mayer},
url = {https://doi.org/10.54337/ojs.jos.v10i2.8712},
doi = {10.54337/ojs.jos.v10i2.8712},
issn = {2246-8498},
year = {2024},
date = {2024-05-13},
urldate = {2025-05-13},
journal = {Journal of Somaesthetics },
volume = {10},
issue = {2},
pages = {178-197},
abstract = {This paper explores playful instances of somaesthetic technology practices. Based on a multiple case study strategy, a preliminary framework will be provided for playfulness in technology practices which are focused on somaesthetic experience, appreciation, and transformation. To illustrate the understanding of playful somaesthetic technology practices, three selected cases are introduced (Alternative Game Controllers, Medical Performance Art, Human Tail Augmentations), their playful features defined, and their conditions of practice analysed.},
keywords = {Augmentation, Human-technology relations},
pubstate = {published},
tppubtype = {article}
}
This paper explores playful instances of somaesthetic technology practices. Based on a multiple case study strategy, a preliminary framework will be provided for playfulness in technology practices which are focused on somaesthetic experience, appreciation, and transformation. To illustrate the understanding of playful somaesthetic technology practices, three selected cases are introduced (Alternative Game Controllers, Medical Performance Art, Human Tail Augmentations), their playful features defined, and their conditions of practice analysed.
