Light, Plastic, Apparent motion: The ability to recognize the ambiguity of ‘not there/be there’ in the video game

This paper investigates what we experience in the video game. When we play the video game, we not only see the video image on the display but also touch the game controller. Therefore, we need double description of seeing and touching in order to make clear what the video game experience is. In order to make the double description, I focus on the light, the plastic and the apparent motion because they are fundamental components of seeing and touching in the video game; the light makes the video image which we see, the plastic makes the game controller which we touch and the apparent motion makes ‘motion’ in the flashing lights which we see again. The light has no materiality but we feel fresh on the video image. The plastic leads us to the loss of recognition for the material, but there is the shape and color which we can touch and see. The apparent motion has no physical motion but just ‘apparent’ motion. The characteristic common to all these three is ‘presence in absence.’ Therefore, we experience that the light, the plastic and the apparent motion are sometimes ‘not there’ when we play the video game. However, we can believe that there is something to see and touch because the game controller made of the plastic brings the ambiguity of the apparent motion made of the light to the material world. As a result, we have gotten the ability to recognize the ambiguity of ‘not there/be there’ in the video game.

このブログの人気の投稿

紀要論文「私はマウスにはなれないが、奇妙なシステムは体験できる。」が発行されました。

村本剛毅『Beautiful Medium』への寄稿

マジック・メモ:行為=痕跡=イメージの解体可能性

「四次元からの投影物」に関するメモ

日本映像学会第51回大会での発表:『映像そのもの』という何かを感じ始める

中村夏野さんの個展《we, topologically.》のトークイベント「イメージと物語をめぐる認知」に登壇しました。

「テクノロジーと表現論」(2026年度)の授業資料

名古屋学芸大学メディア造形学部映像メディア学科での特別講義:「自己」を経由しない「処理」の高度化

インタラクティヴィティとメタファーに関するメモ

メディア映像史 (2025年度水野担当分)の授業資料