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Embodied & Material Play. Astrid Lilja Wille & Isaac Dean Lenhart. The Cyborg AT the Machine. CASE STUDY A. SIXTHSENSE. CASE STUDY A. Technology Ignorant. CASE STUDY B. 3DS AR Tattoo. CASE STUDY B. Technology Mastery. In any case, the technology is merging with the body.
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Embodied & Material Play Astrid LiljaWille & Isaac Dean Lenhart
The Cyborg AT the Machine
CASE STUDY A SIXTHSENSE
CASE STUDY A Technology Ignorant
CASE STUDY B 3DS AR Tattoo
CASE STUDY B Technology Mastery
In any case, the technology is merging with the body. The question is whether it disappears or becomes more apparent.
What is the natural way of interacting with gaming technology?
If the technology is everywhere and more integrated with the body, do playful activities become less playful? (Non-voluntary, can’t put controller down)
Is there a natural mentality between players regarding Ignorance vs Mastery? Will some players always prefer a controller over the Kinect?
NO MORE QUESTIONS. LEAVE QUIETLY.