Video games and embodiment

James Gee

Research output: Contribution to journalArticlepeer-review

138 Scopus citations


In this article, the author discusses one way in which modern video games can illuminate the nature of human thinking and problem solving as situated and embodied. The author first discusses why, over the last several years, many people have become interested in video games as a site to study human thinking, problem solving, and learning. The author then discusses what he call the "projective stance," a type of embodied thinking characteristic of many (but not all) video games, as well as a form of thinking that is also, but more subtly, pervasive in everyday life and social interaction as well.

Original languageEnglish (US)
Pages (from-to)253-263
Number of pages11
JournalGames and Culture
Issue number3-4
StatePublished - 2008


  • Embodiment
  • Identity
  • Thinking
  • Video games

ASJC Scopus subject areas

  • Cultural Studies
  • Communication
  • Anthropology
  • Arts and Humanities (miscellaneous)
  • Applied Psychology
  • Human-Computer Interaction


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