•  218
    Background: Autistic adults often report heightened bodily vulnerability in face-to-face interactions, shaped by factors such as social expectations and sensory demands. With the increasing centrality of online communication, it is important to understand how digital environments can shape embodied experiences and social participation for different autistic people. Methods: This qualitative study used phenomenological interviews with 11 autistic adults living in North America and Europe. We in…Read more
  •  12
    Gaming with a heart: the case for esports amateurism
    with Jörg Krieger and Anne Brus
    Sport, Ethics and Philosophy 1-19. forthcoming.
    This paper develops a case for esports amateurism by moving from historical and philosophical groundwork to contemporary challenges and practical implications. We first trace how amateurism emerged as a modern sporting category, focusing on British and Danish associational cultures alongside Olympic and collegiate sport reforms. While recognising its historical challenges and exclusionary practices, we distil from this history a deeper amateur ethos oriented toward human flourishing. We then rec…Read more
  •  24
    You walk into a tavern: co-constitutive imagination in dungeons and dragons
    with Juan Diego Bogotá and Ørjan Kines
    Phenomenology and the Cognitive Sciences 1-23. forthcoming.
    This paper introduces co-constitutive imagination as a possible and more robust form of social imagination than those currently articulated in phenomenological literature. Whereas existing accounts - such as collective and shared imagination - emphasise normativity and we-ness, they fall short of capturing how people may in a more robust sense be said to imagine the same objects and worlds in a dynamically sustained way. Drawing on a descriptive analysis of the tabletop role-playing game Dungeon…Read more
  •  158
    ABSTRACT Since the advent of the internet, researchers have been interested in the intersubjective possibilities and constraints that digital environments offer users. Some argue that seemingly disembodied digitally-mediated interactions are severely limited when compared to their embodied face-to-face counterparts; others are more optimistic about the possibilities that such technologies afford. Yet, both camps tend towards offering static accounts of online intersubjectivity. What we think the…Read more
  •  1040
    Expressive Avatars: Vitality in Virtual Worlds
    with Lucy Osler
    Philosophy and Technology 36 (2): 1-28. 2023.
    Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions. First, “The Limited Expressivity Claim”: avatars have a more limited expressive range than our physical bodies. Second, “The Inputted Expressivity Claim”: any expressive avatarial behaviour must be de…Read more
  •  772
    Both Physical and Virtual: On Immediacy in Esports
    Frontiers in Sports and Active Living 4. 2022.
    This article strives to make novel headway in the debate concerning esports' relationship to sports by focusing on the relationship between esports and physicality. More precisely, the aim of this article is to critically assess the claim that esports fails to be sports because it is never properly “direct” or “immediate” compared to physical sports. To do so, I focus on the account of physicality presented by Jason Holt, who provides a theoretical framework meant to justify the claim that espor…Read more
  •  158
    Social bodies in virtual worlds: Intercorporeality in Esports
    Phenomenology and the Cognitive Sciences 21 (2): 293-316. 2021.
    As screen-based virtual worlds have gradually begun facilitating more and more of our social interactions, some researchers have argued that the virtual worlds of these interactions do not allow for embodied social understanding. The aim of this article is to examine exactly the possibility of this by looking to esports practitioners’ experiences of interacting with each other during performance. By engaging in an integration of qualitative research methodologies and phenomenology, we investigat…Read more
  •  88
    Mechanical Keyboards and Crystal Arrows: Incorporation in Esports
    Journal of Consciousness Studies 28 (5-6): 30-57. 2021.
    Screen-based virtual worlds have been described as fundamentally disembodying. Contrary to this, the aim of this article is to provide a phenomenological analysis of bodily presence in one case of screen-based virtuality. By integrating phenomenology with qualitative research methodologies, I explore esports practitioners’ experiences of bodily presence in League of Legends (LoL). Here, descriptions from real-life esports practitioners are analyzed within the phenomenological framework of ‘incor…Read more
  •  1189
    Embodied involvement in virtual worlds: the case of eSports practitioners
    Sport, Ethics and Philosophy 13 (2): 132-144. 2019.
    eSports practice designates a unique set of activities tethered to competitive, virtual environments, or worlds. This correlation between eSports practitioner and virtual world, we argue, is inadequately accounted for solely in terms of something physical or intellectual. Instead, we favor a perspective on eSports practice to be analyzed as a perceptual and embodied phenomenon. In this article, we present the phenomenological approach and focus on the embodied sensations of eSports practitioners…Read more