Feeling interactivity in a video-game

An excerpt from Pilgrim in a microworld found in Rules of play by Katie Salen and Eric Zimmerman:

"I'd catch myself turning my chair into a more en face position vis-à-vis the TV. An obvious delusion. Maybe I could rest one elbow on the set to help feel the angle of my look and deepen a sense of the scale of things. See it from this side and that; see the invisible backside of things through an imaginary bodily tour of the object. Nonsense!  If only I could feel the impact of the ball on the paddle, that would certainly help, would give me a tactile marker, stamping the gesture's places into a palpable little signature, so I'd feel each destination being achieved and not just witness the consequences of a connect shot. Nonsense!

Nonsense, just your eyes way up top, to be somehow fixed on things in ways that can't feel them fixing, then this silent smooth little plastic knob down there, neither near nor far away, but in an untouchable world without dimension. And in between all three nodes of the interface, there is nothing but a theory of electricity. So fluid, to have to write your signature with precise consistency in size within the strict bounds of a two and three sevenths of an inch of space, say, while the pen somehow never makes contact with the paper. There's nothing much to hold on to, not enough heft in this  knob so your hands can feel the extent of very minor movements, no depth to things you can use to anchor a sense of your own solidity."

Why do I blog this? This is an enlightening account of playing a video-game from the user's point of view.