This is a repository copy of Gaming and the limits of digital embodiment. White Rose Research Online URL for this paper: https://eprints.whiterose.ac.uk/130590/ Version: Accepted Version Article: Farrow, Robert and Iacovides, Ioanna orcid.org/0000-0001-9674-8440 (2014) Gaming and the limits of digital embodiment. Philosophy and Technology. pp. 221-233. ISSN 2210- 5441 https://doi.org/10.1007/s13347-013-0111-1 Reuse Items deposited in White Rose Research Online are protected by copyright, with all rights reserved unless indicated otherwise. They may be downloaded and/or printed for private study, or other acts as permitted by national copyright laws. The publisher or other rights holders may allow further reproduction and re-use of the full text version. This is indicated by the licence information on the White Rose Research Online record for the item. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing
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[email protected] https://eprints.whiterose.ac.uk/ Gaming and the limits of digital embodiment Introduction This paper discusses the nature and limits of player embodiment within digital games. We identify a convergence between everyday bodily actions and activity within digital environments, and a trend towards incorporating natural forms of movement into gaming worlds through mimetic control devices. We examine recent literature in the area of immersion and presence in digital gaming; Calleja’s (2011) recent Player Involvement Model (PIM) of gaming is discussed and found to rely on a problematic notion of embodiment as ‘incorporation’.