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    From Chasing Dots to Reading Minds: The Past, Present, and Future of Video Game Interaction

    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

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    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:
    Depositing User: Dr Tomas Ward
    Date Deposited: 22 Feb 2018 16:49
    Journal or Publication Title: Crossroads
    Publisher: ACM
    Refereed: Yes
    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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