Gaming in Virtual and Augmented Realities
It is 2020 and the video game industry is catching up to the movie industry in both GDP and the number of people listing it as their main entertainment. (numbers of players and other demographics). The gaming population has gone well beyond the stereotype of the lone teenage boy playing first person shooters in their basement. As of 2019, the average gamer is x years old and 47% of gamers are female.
Gaming is an increasingly social activity where players take turn playing on the couch with friends or their children. Gamers play collaborative online games or move outside the house and co-play with family and friends in augmented reality games.
Overall, video game paying is a positive, constructive, enjoyable activity. Unfortunately, researchers and the media choose to focused on the negative components of gaming such as gaming addiction, online harrassment and abuse. This blog does not deal with these issues. I will be talking about various aspects of virtual worlds such as Second Life, Virtual Reality and Location Based Mobile Games. Across these areas of virtual reality, the focus will be on embodiment, immersion, sense of place in virtual environments, and social connections.
How to apply creative cognition principles to facilitate novel solutions to problems and increase creative output.
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[ Cynthia Sifonis, Ph.D ]
- Associate Professor at Oakland University.