Virtual Gaming Transcends Reality

Learning and fantasizing by playing games dates back to ancient Egypt, but the virtual realities of Internet-based and virtual reality games and experiences today take participants to levels that transcend the routines and limitations of daily life.

By Mary E. Shacklett
Published: November, 2006

Major television networks are already involved in participatory venues that give viewers the opportunity to ask questions and answer polls during key sporting events, and new broadband and wireless technologies will pave the way for viewers of major racing events, like the Indianapolis 500, to experience the race as the driver does — from within the cockpit of the car as it competes on the track.

Meanwhile, 32 million of us already check our corporate briefcases by the door and take on the responsibilities of a professional football general manager as we commandeer our own Fantasy Football squads — at the same time, U.S businesses are losing an estimated $200 million in productivity each year from on-the-job, Fantasy Football squad management, and Congress is considering taxing real income earned on virtual fantasy game web sites.

What is it about games that allure and capture the imagination?

Playing games is characteristic of both birds and mammals, and is most often a vehicle for learning and simulation.

For example, NASA is now considering using game simulation exercises with virtual reality technology. The game-based training tools use video games to simulate driving on the moon. They incorporate surround sound and vision with actual lunar footage from past missions. In this virtual environment, engineers and astronauts can determine how many vehicles should fly at any one time, what the base diameter on the payload and on the rocket should be, or how fast a rover can go before it loses traction. Ultimately, the goal is to learn the planning and execution of a lunar mission in a non-threatening, but highly simulative, environment.

Of course, not all technology-based games are strictly for learning. Many of us also like to engage in playing games for pure relaxation or to fulfill fantasies that can’t be realized in real life.

Virtual games let participants plug in — an experience that significantly differs from more passive entertainment like watching a movie or listening to music. In many cases, individuals can also control the game.

One popular example is the Internet game, Second Life, a virtual reality scenario that plays out in the city of Lindon, where nearly 1 million users have signed up for citizenship, built homes and established fantasy careers. Nearly half-a-million dollars in the form of Lindon currency is exchanged between users each day. The inhabitants of this virtual city can overcome the limitations that they experience in their real lives and break out into what they’ve always dreamed of doing.

Whether it is virtual cities, fantasy football or other games and simulations, experts discuss the risks of addiction and the blurring between reality and fantasy — but the games also offer opportunities to stretch one’s horizon, socialize with others and enjoy recreation.

Players of computer games can expect to see these developments in the near future:

• A blurring of the lines between video games and cinema. Video games are becoming more cinematic — and video sales are outpacing box office receipts.

• Narrowing of the interface between man and machine. One innovation, called a fingertip digitizer, will be worn by users on the tips of their index fingers. The device will transfer gestures such as the wagging or pointing of a finger to direct an electronic device like a mouse does. The new interface will allow computers to read human intention more naturally.

• The computer game industry will concentrate on the mobile device market. Mobile computing and telephone devices are present everywhere. The games that people play on them must be easy to learn, interruptible and able to support multiple players. Multi-media entertainment and high-impact visual games will be popular, and users will want the challenges of constantly new games. More than likely, they will obtain these games through subscriptions to game playing services.

Mary E. Shacklett is President of Transworld Data, a marketing and technology practice specializing in marketing, public relations and product management for technology companies and organizations. Mary is listed in Who’s Who Worldwide and Who’s Who in the Computer Industry. She may be reached at (360) 956-9536 or TWD_Transworld@msn.com.