Marshall, Damien and Ward, Tomas E. and McLoone, Seamus
(2006)
From Chasing Dots to Reading Minds: The Past, Present,
and Future of Video Game Interaction.
Crossroads, 13 (2).
ISSN 0741-2037
Abstract
It is the calm before the storm. By the end of 2006, Sony, Microsoft, and Nintendo will have released
their new wave of gaming hardware, and the next round in the great video game battle will have
begun. Capable of displaying photo-realistic images, and acting as the center of your entertainment
lifestyle, these machines promise to change the face of gaming. Console games have moved away from
the single-screen experiences of old, to multimillion dollar epics, featuring hours and hours of
cinematic action. Truly, it is an exciting time to be a gamer.
While visual and audio technology advances toward real-world fidelity, human computer interaction (HCI)
—
the methods by which users control the simulation
—
has not received the same degree of attention. But
it now seems this aspect of the sense-of-presence problem may undergo a revolution similar to that of
its audiovisual counterparts with the next generation of gaming devices. In this article, we discuss the
driving forces behind these changes, several devices, and what current research suggests the future
may hold for today's gamer.
Item Type: |
Article
|
Keywords: |
Chasing Dots; Reading Minds; Past; Present;
Future; Video Game Interaction; |
Academic Unit: |
Faculty of Science and Engineering > Electronic Engineering |
Item ID: |
9273 |
Identification Number: |
https://doi.org/10.1145/1217728.1217738 |
Depositing User: |
Dr Tomas Ward
|
Date Deposited: |
22 Feb 2018 16:49 |
Journal or Publication Title: |
Crossroads |
Publisher: |
ACM |
Refereed: |
Yes |
URI: |
|
Use Licence: |
This item is available under a Creative Commons Attribution Non Commercial Share Alike Licence (CC BY-NC-SA). Details of this licence are available
here |
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