Friday, March 6, 2015

Neurogames

Introduction:
The 2015 Immersive Education Summit is going to this coming fall, in Paris!  We will be discussing a variation of topics, that include new topics, as well a refresher for the old ones too.  Do not miss out on a chance to learn more about the Immersive Education program. To check it out, click on this link! Summit Immersive Education. Lets discuss the interesting topic of neurogames!
Overview: 
Neuroscience is growing industry, specifically for those in the gaming world.  Neurogames is where the mind meets games, to create a way of play that is like none other. Developers have been looking at psycho-emotions such as pupil dilation, gestures, and facial expression, and heart rate.  The use of a console has been minimizing over the last decade or so, and Neurogames is just the next step of that.

Neurogaming is going to interact more than just the mind and body, but everything included in your nervous system.  When you sweat, the gaming system will know, when your heart rate increases, the gaming system will know it.  It’s a full on interactive experience.  It’s the next big thing to come, but nobody has successfully come out with product that has broken the ice for Neurogaming.

The Neurogaming product that many people have learned about is Google Glass.  This is a wearable eyeglass that allows for limitless fun.  More of these types of products are being created, but nothing that has convinced people that neuro-technology let alone Neurogaming is something we want on our society. Until there is a concept of proof, people may stay skeptical about what space these new products will take.

Although, with the development with more products such as Google Glass, people worry that realities and gaming realities will become too real for some.  Addiction of games is a problem for millions of people already, what will happen when their full body becomes to involved in a system such as this?  Psycho-emotional inputs as mentioned before could also largely contribute to the addiction and blur of where reality meets virtual.

On the other hand, this new technology can be used in a positive way, although there is little research to back it up.  For example, people with behavioral and emotional are a target audience for a technology like Neurogames.  Medical providers hope to see a day where a virtual world and games can replace medications prescribed for depression and anxiety.  But, we are a long way to figuring that out, as the technology that is present such as Wii and Xbox Kinect are solely aimed at consumers, not medical patients. 









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