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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Phenomenology and Digital Games: Perspectives on Why and Directions on How</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Virgínia Fernandes Mota</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Emanuel Felipe Duarte</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Colégio Técnico, Universidade Federal de Minas Gerais</institution>
          ,
          <addr-line>Belo Horizonte</addr-line>
          ,
          <country country="BR">Brazil</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Instituto de Computação, Universidade Estadual de Campinas</institution>
          ,
          <addr-line>Campinas</addr-line>
          ,
          <country country="BR">Brazil</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <abstract>
        <p>Phenomenology ofers a valuable perspective for understanding digital games by focusing on how they are lived and experienced. In Human-Computer Interaction, phenomenology emphasizes embodiment, intentionality, and participatory sense-making, core aspects of how players engage with games. This paper explores how phenomenology can inform game research and design by centering first-person experience and socio-cultural contexts in which play emerges. Drawing on classical phenomenology and enactivist cognition, we present perspectives on why play is not a neutral or universal activity, but one shaped by embodied interaction, intersubjectivity, and cultural values. We also incorporate decolonial and intersectional perspectives to challenge dominant assumptions in game design. This approach invites more inclusive, accessible, and reflective practices that recognize the plurality of ways people experience, perform, and make meaning through play.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Game Design</kwd>
        <kwd>Phenomenology</kwd>
        <kwd>Enactivist Cognition</kwd>
        <kwd>Intersectionality</kwd>
        <kwd>Decolonialism</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Phenomenology can be simply defined as the philosophical study of how things appear to us in
experience, before we interpret or explain them through theories [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. Rather than focusing on objects
as they exist independently, phenomenology is concerned with how we encounter them, how they
manifest in perception, thought, imagination, or emotion. It systematically describes these appearances
by examining the structures of consciousness, such as intentionality, and by emphasizing our
firstperson perspective on the world [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In this sense, phenomenology invites us to explore not only
what we think about things, but how we live through them as experiences unfolding over time. In
Human-Computer Interaction (HCI), this approach shifts focus from technical performance to how
people actually experience technology in their everyday lives. It emphasizes the user’s embodied and
meaningful engagement with systems. As Paul Dourish [3, p. 127-154] notes, phenomenology moves
HCI from seeing interaction as mere information exchange to understanding it as the generation of
meaning.
      </p>
      <p>
        Phenomenology matters for digital games because it helps us understand that games are not just
systems of rules or collections of stories, but experiences that we live through. Imagine the first time you
play Super Mario: the screen opens to a brightly colored world, the music starts, you press a button and
Mario jumps, his body moving in exact response to yours. You feel the rhythm of running and jumping,
the frustration of missing a platform, the thrill of discovery a hidden block. From a phenomenological
view, these sensations are not just mechanics. Play emerges from this lived engagement, shaped by
how we perceive, act, and feel within the game environment. The act of playing — whether as children
playing, performing in a play, playing an instrument, or engaging with a digital game — is an intrinsically
human and social activity [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ]. Moreover, play is not only a form of expression but also a space for
negotiation and critique, making it deeply political as well [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Phenomenology allows us to focus on
these embodied, social, and afective dimensions of play, highlighting how games are experienced as
meaningful activities rather than mere technological artifacts.
      </p>
      <p>The purpose of this essay is to explore how phenomenology can help us better understand digital
games and rethink game design by focusing on the lived experiences of players. Rather than seeing
games only as technical systems or narratives, a phenomenological perspective emphasizes how players
engage with, perceive, and make sense of games as meaningful experiences.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Perspectives on Why Phenomenology Matters for Understanding</title>
    </sec>
    <sec id="sec-3">
      <title>Digital Games</title>
      <p>
        Phenomenology is essential for understanding digital games because it foregrounds the first-person
experience of play: how players perceive, feel, and act within game environments. As Merleau-Ponty [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]
argues, all perception is embodied: we experience the world through our bodies, and this embodiment
extends into digital play through interfaces such as controllers, keyboards, or virtual reality systems.
These technological mediations become part of our bodily schema, enabling players to feel present
within game worlds, moving avatars and interacting with virtual objects as extensions of themselves.
      </p>
      <p>
        Moreover, phenomenology emphasizes intentionality, the idea that consciousness is always directed
toward something, as the original definition by Husserl [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. When playing a game, our attention is
directed toward specific goals, actions, or narratives; the virtual world becomes meaningful through
this directed engagement. Varela et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] deepen this understanding through the concept of enactive
cognition: sense-making arises through embodied action, not through detached analysis. In games,
we make sense of mechanics, challenges, and narratives by actively participating, experimenting, and
acting within the game environment, rather than solely by contemplating its rules.
      </p>
      <p>
        Phenomenology also draws attention to intersubjectivity, the shared nature of experience. Playing
with others, whether cooperatively or competitively, creates a shared world of meanings and emotions.
This participatory sense-making, as described by De Jaegher and Di Paolo [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], illustrates how meaning
in games emerges through the coordination of actions and experiences between players. The social
dynamics of multiplayer games, guilds, or co-op missions exemplify how digital play is not only about
individual engagement but also about creating and negotiating shared experiences.
      </p>
      <p>
        This attention to relational experience can be deepened by engaging with decolonial perspectives,
which expands phenomenology’s relevance for understanding digital games. Africana phenomenology,
as articulated by scholars like Paget Henry [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], emphasizes the need to account for the historical,
cultural, and social experiences specific to African and diasporic subjects. This approach critiques the
Eurocentric foundations of classical phenomenology and calls for a more pluralistic understanding
of lived experience. In the context of digital games, Africana phenomenology invites researchers and
designers to consider how race, colonial histories, and cultural identity shape both the creation and
experience of games. Integrating such decolonial perspectives enriches phenomenological inquiry
by foregrounding the diversity of lived experiences and challenging universalist assumptions often
embedded in game design and research. Dandara [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], a Brazilian game embeds local references, from
its title to visual inspirations like Tarsila do Amaral’s art and even neighborhoods of Belo Horizonte,
home of the studio. Black Myth: Wukong [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] reclaims Chinese mythology, while Never Alone [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] was
co-created with Iñupiaq Indigenous people. Together, these games illustrate how cultural identity, race,
and history reshape what it means to design and experience play, that is what Africana phenomenology
invites us to foreground.
      </p>
      <p>
        Just as decolonial phenomenology foregrounds race and history in lived experience, feminist
phenomenology attends to the ways gender, embodiment, and social norms shape how subjects move
through and perceive the world. For example, Iris Marion Young’s foundational essay [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], reveals how
female embodiment is shaped by cultural norms that inhibit bodily movement and spatial freedom.
Linda Fisher [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] further argues that feminist phenomenology should not only interrogate lived
gendered experience but amplify feminist voices within phenomenology itself, applying it to issues such as
racialization, sexuality, disability, and social belonging. This view of phenomenology ofers critical tools
to examine how interfaces, avatars, and mechanics reproduce or resist gendered norms through
embodied interaction. The report “Changing the Narrative: Why Representation in Video Games Matters”
by the Geena Davis Institute [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] highlights critical insights into diversity and representation within
the gaming industry. For instance, despite women constituting nearly half of the gaming audience
across global markets, significant disparities persist in representation. Additionally, the portrayal of
women is often problematic, with 25% depicted in revealing clothing and 12% in some state of nudity,
compared to only 2% and 3%, respectively, for men. The report also mentions other marginalized groups
underrepresented in digital games, e.g., people of color, disabled people, and non-binary individuals.
From a phenomenological lens, these representational imbalances directly shape how players experience
embodiment through avatars: whether they feel seen, stereotyped, or excluded.
      </p>
      <p>
        Africana phenomenology and feminist phenomenology both resonate with the broader field of
critical phenomenology, which emphasizes how culture, race, gender, and power relations shape lived
experience [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. This orientation also aligns with decolonial and intersectional approaches that challenge
universalist assumptions and foreground the plurality of ways of being, knowing, and playing. In the
context of digital games, such perspectives provide conceptual and methodological tools to interrogate
how interfaces, narratives and mechanics may reproduce or resist cultural and social hierarchies, while
also opening ways for more inclusive and plural practices of play.
      </p>
      <p>
        Some scholars have pushed phenomenology even further by questioning whether subjectivity must
be human at all. Bogost [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] argues that we should also consider how the material components of
games, such as software routines, hardware interfaces, and procedural systems, interact independently
of human players. Drawing on object-oriented ontology, Bogost suggests that games can be understood
as assemblages of interacting objects, each with their own roles and agencies, thus broadening the
phenomenological scope to include non-human actors.
      </p>
      <p>Altogether, phenomenology helps us recognize that games are not merely technical systems or
aesthetic products, but lived experiences shaped by embodiment, intentional engagement, social
interaction, and material agency. This perspective allows for a richer, more nuanced understanding of
digital games as dynamic sites of human-technology relations.</p>
    </sec>
    <sec id="sec-4">
      <title>3. Directions on How Phenomenology Can Help Game Design and</title>
    </sec>
    <sec id="sec-5">
      <title>Research</title>
      <p>Phenomenology can contribute to game design and research by focusing on how players feel and
experience games, rather than solely on how games function. While technical systems and mechanics
are essential to game development, they do not fully account for how games are encountered, interpreted,
and lived by players. A phenomenological approach could redirect attention from external behavior
to first-person experience, encompassing how a game is perceived, acted upon, and made meaningful
through embodied engagement. Thus, researchers and designers are allowed to ask not only whether a
game works, but how it feels to play, how it resonates with a player’s body, emotions, context, and so
on.</p>
      <sec id="sec-5-1">
        <title>Proposition 1. Game design benefits from centering the lived, embodied experience of</title>
        <p>players - not just system mechanics - because experience is where meaning emerges.</p>
        <p>
          Schell [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] emphasizes that the most important question in game design is: “What will the player
experience?”. This perspective aligns with phenomenological approaches that prioritize the player’s lived
experience over the internal logic of the game system. By encouraging designers to view their creations
through the player, what they will perceive, feel, and do, Schell resonates with phenomenology’s
commitment to understanding how meaning arises through interaction. His concept of designing
through “lenses” also resonates with phenomenology’s methodological emphasis on systematically
exploring diferent aspects of experience to better grasp its structure and essence.
        </p>
        <p>
          Other researchers also highlight how phenomenology can inform both game analysis and design.
For example, systematic reviews such as Mol et al. [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] emphasize the underexplored potential of
phenomenological approaches in game research, advocating for their broader application to better
understand player experiences. Similarly, phenomenological frameworks have been proposed to analyze
spatial experiences in open-world games [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ], game feel and temporality [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ], and the aesthetics of
player engagement [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ].
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>Proposition 2. Phenomenological frameworks help researchers and designers attend to</title>
        <p>spatial, afective, and temporal aspects of play that are essential to lived experience but
often overlooked in functionalist models.</p>
        <p>
          Moreover, the work of Baranauskas and colleagues on Socioenactive Interaction appropriates
phenomenological inquiry by explicitly addressing intersubjectivity in the design of computational
technology [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]. This approach foregrounds the inherently social and value-laden nature of interaction
with technology, aligning with phenomenology’s emphasis on intersubjectivity and participatory
sensemaking [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. In game design, recognizing the socioenactive dimension means attending to how player
experiences are shaped not only by embodied interaction but also by cultural, social, and ethical factors
embedded within gaming practices and communities. By emphasizing the diversity of embodied and
cognitive experiences, phenomenology can help designers recognize and accommodate diferent ways
players engage with games, informing more accessible and inclusive design practices.
        </p>
      </sec>
      <sec id="sec-5-3">
        <title>Proposition 3. Game interaction is always embedded in social and cultural contexts,</title>
        <p>therefore, phenomenology helps designers engage with this embedded context rather than
neglect it.</p>
        <p>
          Approaching play from a phenomenological perspective reveals that play can be described as an
emergent, lived, and culturally situated experience, something that unfolds through embodied,
intentional, and social interaction. Rather than viewing play as a universal or neutral category, such an
approach recognizes its multiplicity and rootedness in specific historical, linguistic, and epistemological
contexts. This perspective aligns with the notion of socioenactive interaction, where play is not merely
something one does alone, but something enacted with others, within systems of shared values, norms,
and practices. As argued in [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ], the question is no longer just “what is play?” but “whose play counts?”.
Phenomenology ofers the tools to foreground these lived experiences of play and to support game
practices that reflect and respond to diverse ways of knowing, being, and playing.
        </p>
      </sec>
      <sec id="sec-5-4">
        <title>Proposition 4. A intersectional phenomenology of play invites us to challenge dominant</title>
        <p>norms - colonial, gender normative, geographical, etc - by asking whose play is visible,
valued, and designed for.</p>
        <p>By integrating phenomenological insights with socioenactive perspectives, game design and research
can move toward creating more inclusive, accessible, and meaningful experiences. Phenomenology
provides a framework for designers to consider not just the functionality of game systems but how these
systems are lived and experienced by diverse players within complex socio-technical environments.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>4. Conclusion</title>
      <p>Phenomenology ofers a powerful approach to understanding digital games by focusing on how they are
lived and experienced by players. Rather than viewing games solely as systems of rules or technological
artifacts, phenomenology emphasizes the embodied, afective, and social dimensions of play. This shift
in perspective allows researchers and designers to attend to how players perceive, act, and make sense
of digital environments, enriching our understanding of gaming as a fundamentally human activity
rooted in lived experience and intentional engagement.</p>
      <p>By centering human experience and values, phenomenology opens up new directions for both research
and design within games. It encourages the development of more inclusive, accessible, and meaningful
games that resonate with diverse players’ experiences. Additionally, it provides methodological tools for
exploring aspects of play that are often overlooked, such as emotions, embodiment, and intersubjectivity.
As digital technologies continue to evolve, phenomenological approaches will remain essential for
ensuring that design practices remain grounded in the complexities of human experience, fostering
more empathetic and engaging interactions between players and game systems.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgments</title>
      <p>This study was financed, in part, by the São Paulo Research Foundation (FAPESP), Brasil, Process
Number #2024/16790-5; by the Universidade Estadual de Campinas (UNICAMP), Brasil, FAEPEX grant
#2356/24; and by the Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES), Brasil,
Finance Code 001.</p>
    </sec>
    <sec id="sec-8">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the author(s) used GPT-4 in order to: Grammar and spelling check.
After using these tool(s)/service(s), the author(s) reviewed and edited the content as needed and take(s)
full responsibility for the publication’s content.</p>
    </sec>
  </body>
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