The Future of Gaming and Interactive Environments

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Tablets, Technology, and the Classroom

Students and teachers discuss how portable electronics are replacing textbooks in the classroom.

Discussion: This video discusses classroom use of devices like tablet computers. Could handheld gaming systems be used like this? Do you ultimately think it would be distracting or helpful? Why or why not?

Gaming technology of the future promises both a more immersive and portable experience that will touch even more aspects of our lives. The Wii has been successful in harnessing more interactive technology to attract nongamers with its motion-controlled games. Nintendo’s latest Wii U system goes a step further—in one game, the controller serves as a shield to block virtual arrows shot by pirates on the TV screen. Microsoft’s motion-sensing Xbox Kinect has been a hit since its introduction in late 2010, and with Avatar Kinect, users can control their avatar’s motions as the Kinect senses even small physical gestures. In 2012, Sony released its SOEmote facial tracking and voice font software with its popular Everquest II game, enabling players to give their facial expressions and voices to their avatars.

Video games in the future will also continue to move beyond just entertainment. The term gamification describes how interactive game experiences are being embedded to bring competition and rewards to everyday business processes.27 Games already are used in workforce training, for social causes, in classrooms, and as part of multimedia journalism. For example, to accompany a news report about texting while driving, the New York Times developed an interactive game, Gauging Your Distraction, to demonstrate the consequences of distractions (such as cell phones) on driving ability. All these developments continue to make games a larger part of our media experiences.