skip to main content
10.1145/2513002.2513573acmotherconferencesArticle/Chapter ViewAbstractPublication PagesieConference Proceedingsconference-collections
research-article

Running from zombies

Published:30 September 2013Publication History

ABSTRACT

This article explores the quality of running experience under the scaffolding of one particular audio adventure and running app -- Zombies, Run! Drawing on qualitative methods, in particular autophenomenography, this research maps out a 'Zombies, Run'! running aesthetic where body, environment, and technologies are interweaved and absorbed into the creation of local essences relating to this particular way of running. Considerations on body rhythm, practiced and novice runners, and a deepened awareness of running locations are described and analysed as key features of experiencing movement with this running app in hand. "Feeling the way" towards the nuances of embodied movement contributes to an increased awareness of the range and complexity of sensuous details at work when moving with this modern mobile gaming app. But also, other significant situations are explored including the embrace of this modern Indie exer-game by women, and the situatedness of core game mechanics in code, audio/narrative, environment, and moving bodies. Running from zombies is a playful movement practice, albeit a disorienting one, in which ones running experience in the world sits with the pleasures of running, body knowledge, environmental engagement, and speed play.

References

  1. Martin, C. 2007. John Dewey and the beautiful stride: running as aesthetic experience. In Running & Philosophy: A Marathon for the Mind. M. Austin, Ed. Malden, MA: Blackwell Publishing, 171--179.Google ScholarGoogle Scholar
  2. Ingold, T. 2000. The Perception of the Environment. New York: Harper Perennial.Google ScholarGoogle Scholar
  3. Merleau-Ponty, M. & Lefort, C. 1975. The Visible and the Invisible: Followed by Working Notes. Evanston: Northwestern University Press.Google ScholarGoogle Scholar
  4. Allen-Collinson, J. 2009. Sporting embodiment: sports studies and the (continuing) promise of phenomenology. Qualitative Research in Sport and Exercise, 1 (3), 279--296.Google ScholarGoogle ScholarCross RefCross Ref
  5. Allen-Collinson, J. 2008. Running the routes together: corunning and knowledge in action. Journal of Contemporary Ethnography, 37 (1), 38--61.Google ScholarGoogle ScholarCross RefCross Ref
  6. Gruppetta, M. 2004. Autophenomenography? Alternative uses of autobiographically based research. Association for Active Researchers in Education conference proceedings. Retrieved from http://publications.aare.edu.au/04pap/gru04228.pdf.Google ScholarGoogle Scholar
  7. Allen-Collinson, J. & Hockey, J. 2009. The essence of sporting embodiment: phenomenological analyses of the sporting body. The International Journal of Interdisciplinary Social Sciences, 4 (4). 71--81.Google ScholarGoogle ScholarCross RefCross Ref
  8. Moustakas, C. 1994. Phenomenological research methods. Thousand Oaks, CA: SAGE.Google ScholarGoogle Scholar
  9. Hockey, J., & Allen-Collinson, J. 2007. Grasping the phenomenology of sporting bodies. International review for the sociology of sport, 42 (2), 115--131.Google ScholarGoogle Scholar
  10. Baker, K. 2012. Women on the Run. Grantland Quarterly, 134--141.Google ScholarGoogle Scholar
  11. Davis, D. 2003. Changing body aesthetics: Diet and exercise fads in a Newfoundland outport community. In Athletic Intruders, A. Bolin & J. Granskog, Eds. Albany: State University of New York Press, 201--226.Google ScholarGoogle Scholar
  12. Murukami, H. 2008. What I Talk About When I Talk About Running. Narrated by Ray Porter. Blackstone Audio Ink. Audio book.Google ScholarGoogle Scholar
  13. Southerton, C. 2013. 'Zombies, Run!': Rethinking immersion in light of nontraditional gaming contexts. Transmedia: Storytelling and Beyond Digital Interfaces conference proceedings. Draft conference paper retrieved from http://www.inter-disciplinary.net/research/wp-content/uploads/2013/01/Southerton-Transmedia.pdf.Google ScholarGoogle Scholar
  14. Wisnewski, J. 2007.The phenomenology of becoming a runner. In Austin, M. (2007). In Running & Philosophy: A Marathon for the Mind. M. Austin, Ed. Malden, MA: Blackwell Publishing, 35--44.Google ScholarGoogle Scholar
  15. Gamer In Thought. 2011. Interview ~ Meet Naomi Alderman and Adrian Hon, the masterminds behind ZOMBIES, RUN! (Oct. 2011). Retrieved from http://gamerinthought.wordpress.com/2011/10/04/interview-meet-naomi-alderman-and-adrian-hon-the-masterminds-behind-zombies-run/#more-608.Google ScholarGoogle Scholar
  16. Six to Start and Naomi Alderman. 2011. Zombies, Run! Season One. The Runner's Guide. Retrieved from http://assets.sixtostart.com/runners-guide/zrg.pdf.Google ScholarGoogle Scholar
  17. Allen-Collinson, J., & Hockey, J. 2011. Feeling the way: Notes toward a haptic phenomenology of distance running and scuba diving. International Review for the Sociology of Sport, 46 (3), 330--345.Google ScholarGoogle ScholarCross RefCross Ref
  18. Farman, J. 2009. Locative Life: Geocaching, mobile gaming, and embodiment. Digital Arts and Culture conference proceedings. Retrieved from http://www.jasonfarman.com/JasonFarman-Locative_Life_DAC09.pdf.Google ScholarGoogle Scholar
  19. Caillois, R. & Barash, M. 2001. Man, play, and games. Urbana: University of Illinois Press.Google ScholarGoogle Scholar
  20. Sheet-Johnstone, M. (1999).The primacy of Movement. John Benjamins Publishing Company, Philadelphia.Google ScholarGoogle Scholar
  21. Csikszentmihalyi, M., & Csikszentmihalyi, I. S. (1992). Optimal experience: psychological studies of flow in consciousness. Cambridge; New York: Cambridge University Press.Google ScholarGoogle Scholar
  22. Nicholson, Brad. 2012. Zombies, Run! Is An Undead App With A Soul (March 2012). Retrieved from http://toucharcade.com/2012/03/02/zombies-run-is-an-undead-app-with-a-soul/.Google ScholarGoogle Scholar

Index Terms

  1. Running from zombies

          Recommendations

          Comments

          Login options

          Check if you have access through your login credentials or your institution to get full access on this article.

          Sign in
          • Published in

            cover image ACM Other conferences
            IE '13: Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
            September 2013
            243 pages
            ISBN:9781450322546
            DOI:10.1145/2513002

            Copyright © 2013 ACM

            Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

            Publisher

            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 30 September 2013

            Permissions

            Request permissions about this article.

            Request Permissions

            Check for updates

            Qualifiers

            • research-article

            Acceptance Rates

            IE '13 Paper Acceptance Rate20of51submissions,39%Overall Acceptance Rate64of148submissions,43%

          PDF Format

          View or Download as a PDF file.

          PDF

          eReader

          View online with eReader.

          eReader