Examining movement as foundation for embodied player experiences and technology relationships

• A theoretical integration of phenomenology, predictive processing, and active inference • The human–computer action-perception cycle as a model of bodily technology integration • Movement sequences as organising structure for embodied experience and technology relationship Game studies and HCI research on embodied experiences and technology relationships often diverge; while game studies focus on the player–avatar relationship, HCI emphasises sensory perception and stimulation. This paper bridges these perspectives by examining movement as fundamental to perception and interaction, exploring how movement unfolds in sequences between player(s) and technologies. The paper presents a theoretical framework that combines the neuroscientific theories of predictive processing and active inference with phenomenology to understand perception and experience as subjective experiences along with their underlying neurobiological processes. Complemented by an autoethnographic inquiry in which the primary author played seven games over three years, we apply the theoretical framework to analyse how movement drives embodied experiences. Our findings reveal that the composition of movement sequences is a key mechanism for embodied player experiences and technology relationships. Furthermore, the study identifies four dynamics in the sequential movement compositions that shape the qualities of experience. By foregrounding movement as central to connecting players and avatars in sensory engagement, we provide a unified perspective that benefits researchers and designers across the fields of game studies and human-computer interaction (HCI).

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Publication Details

Journal
International Journal of Human-Computer Studies
Published
2026-01-09
DOI
https://doi.org/10.1016/j.ijhcs.2026.103736
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Examining movement as foundation for embodied player experiences and technology relationships

Louise Petersen Matjeka, Beatrix Vereijken, Hanna Elina Wirman, Florian 'Floyd' Mueller
International Journal of Human-Computer Studies
Digital Games and Media
article

Examining movement as foundation for embodied player experiences and technology relationships

Louise Petersen Matjeka, Beatrix Vereijken, Hanna Elina Wirman, Florian 'Floyd' Mueller
article en

Abstract

• A theoretical integration of phenomenology, predictive processing, and active inference • The human–computer action-perception cycle as a model of bodily technology integration • Movement sequences as organising structure for embodied experience and technology relationship Game studies and HCI research on embodied experiences and technology relationships often diverge; while game studies focus on the player–avatar relationship, HCI emphasises sensory perception and stimulation. This paper bridges these perspectives by examining movement as fundamental to perception and interaction, exploring how movement unfolds in sequences between player(s) and technologies. The paper presents a theoretical framework that combines the neuroscientific theories of predictive processing and active inference with phenomenology to understand perception and experience as subjective experiences along with their underlying neurobiological processes. Complemented by an autoethnographic inquiry in which the primary author played seven games over three years, we apply the theoretical framework to analyse how movement drives embodied experiences. Our findings reveal that the composition of movement sequences is a key mechanism for embodied player experiences and technology relationships. Furthermore, the study identifies four dynamics in the sequential movement compositions that shape the qualities of experience. By foregrounding movement as central to connecting players and avatars in sensory engagement, we provide a unified perspective that benefits researchers and designers across the fields of game studies and human-computer interaction (HCI).

International Journal of Human-Computer StudiesVol. 209
Norwegian University of Science and Technology (NO)
Openalex Percentile: Top 94%
Digital Games and Media
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Examining movement as foundation for embodied player experiences and technology relationships — Louise Petersen Matjeka, Beatrix Vereijken, et al. · International Journal of Human-Computer Studies (2026) | TGRS Research Map | TGRS