LEADER 01981nam 2200457 450 001 9910164927603321 005 20170320123024.0 010 $a0-19-025786-5 010 $a0-19-025788-1 010 $a0-19-025785-7 035 $a(CKB)3710000001064456 035 $a(MiAaPQ)EBC4806736 035 $a(StDuBDS)EDZ0001639740 035 $a(PPN)229851657 035 $a(EXLCZ)993710000001064456 100 $a20170306h20172017 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 10$aPlayable bodies $edance games and intimate media /$fKiri Miller 210 1$aNew York, NY :$cOxford University Press,$d2017. 215 $a1 online resource (257 pages) $cillustrations 300 $aPreviously issued in print: 2017. 311 $a0-19-025784-9 311 $a0-19-025783-0 320 $aIncludes bibliographical references and index. 330 8 $aDance 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. 606 $aDance and technology 610 $aDance games 615 0$aDance and technology. 676 $a792.8 700 $aMiller$b Kiri$01176242 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910164927603321 996 $aPlayable bodies$92865773 997 $aUNINA