01981nam 2200457 450 991016492760332120170320123024.00-19-025786-50-19-025788-10-19-025785-7(CKB)3710000001064456(MiAaPQ)EBC4806736(StDuBDS)EDZ0001639740(PPN)229851657(EXLCZ)99371000000106445620170306h20172017 uy 0engurcnu||||||||rdacontentrdamediardacarrierPlayable bodies dance games and intimate media /Kiri MillerNew York, NY :Oxford University Press,2017.1 online resource (257 pages) illustrationsPreviously issued in print: 2017.0-19-025784-9 0-19-025783-0 Includes bibliographical references and index.Dance videogames work as engines of humour, shame, trust, and intimacy, urging players to dance like nobody's watching while being tracked by motion-sensing interfaces in their living rooms. The chart-topping dance game franchises Just Dance and Dance Central transform players' experiences of popular music, invite experimentation with gendered and racialized movement styles, and present new possibilities for teaching, learning, and archiving choreography. This work shows how these games teach players to regard their own bodies as both interfaces and avatars, and how a convergence of choreography and programming code is driving a new wave of full-body virtual-reality media experiences.Dance and technologyDance gamesDance and technology.792.8Miller Kiri1176242MiAaPQMiAaPQMiAaPQBOOK9910164927603321Playable bodies2865773UNINA