ARAÚJO, Bruno Medeiros Roldão de.; ROLDÃO, Michelle Mélo Gurjão.
Abstract:
This study seeks for an aesthetic and esthesiological of the
player subject body of video games. For this purpose, it is based
on emersiological theory suggested by philosopher Bernard
Andrieu (2014, 2016), in subjectivation and empathy theory
proposed by Serge Tisseron (2013) as well as on theories about
Virtualization of Pierre Lévy (1995) and Gilles Deleuze (1996).
Emersiology emerges as a new field of philosophy, mainly
connected to studies of the body and its aesthetic manifestations
of movement, such as dance, among others. lt seeks to
understand the discontinuity between the so-called “living
body” and “lived body”, taking a starting point from the
argument of delay of 450 milliseconds (ms) existing between
the work of the brain and the nerve transmission to
consciousness, the living body's perception capacity. In other
words, the lived body is always lagging in face of the living
body.
Lived body is the one embodied with senses and meanings,
the body constructed socioculturally, which endorses a history,
a meaning of conscious and unconscious movement. lt would
be the motricity, Virtuality (in potentiality). The Living body, on the other hand, can be interpreted as the current body, which
performs its driving action at this precise moment. It would be
the mobility of current time of its performance and updating
(result of potentiality).