Sunday 5 December 2010

How new computer games make madness normal

Imagine a person running around pretending shooting at things that don't
exist, at least to the observer. Inside their head a person going
through an intense experience of psychosis may act as though imaginary
things were real. They're real to the individual but it's not a shared
reality. Their behaviour looks very odd.

There are new, futuristic gaming technologies which allow this madness
for real people to enjoy. Augmented reality and articulated naturality
gaming brings madness to the masses. Expect to see people running around
zapping at nothing, but the things they're zapping at are totally real
to them projected using an head mounted display.

Here's an example of the new gaming technology.
http://wearables.unisa.edu.au/projects/arquake/

It seems madness is now becoming a commodity for the gaming industry and
the public will be seeing people playing these games over the next
decade or two. Is this the change that's going to make real madness more
acceptable? Will those permanently afflict with alternative experiences
of conscious be mistaken for AN computer gamers just as handsfree
headsets are making for easier interaction with the internal voices in
public?

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We It comes in part from an appreciation that no one can truly sign their own work. Everything is many influences coming together to the one moment where a work exists. The other is a begrudging acceptance that my work was never my own. There is another consciousness or non-corporeal entity that helps and harms me in everything I do. I am not I because of this force or entity. I am "we"