by Chris Billowsin Playstates Theory0 commentstags: Active / Passive Media, Active / Passive Senses, Awareness / Understanding, Infographic, Sense: Hearing / Ear, Senses: Seeing / Vision, Senses: Speaking / Communication, Senses: Touch / Nerves
In my earlier post, I outlined the five senses by which we interact with music, books, shows (including movies, television, and cinema), and games. I have created an Infographic to outline how the different Media relate to each other on a continuum of Passivity to Activity. Passive Media need Passive Senses (Seeing & Hearing) while Active Media /Games need Active Senses (Touch & Speech). Both Passive and Active Media need the Bridging Sense of Awareness. Upon further investigation, it becomes apparent that Passive Media can expand to become Active by engaging in the development of Fan Clubs (Speech Sense) and expanding into games as evidenced by popular movies being made into games. These expansions become a way for Passive Media to become Active, deepening a relationship between a fan and a franchise. Active Media / Games have done the same thing. There are novels written on Starcraft, movies set on the Mario Brothers, and game music played live by orchestras. Any franchise can migrate across Passive and Active Media to deepen relationships with its fan base.
by Chris Billowsin Playstates Theory0 commentstags: Active / Passive Media, Active / Passive Senses, Awareness / Understanding, Sense: Hearing / Ear, Senses: Seeing / Vision, Senses: Speaking / Communication, Senses: Touch / Nerves
In an earlier post I listed the seven human senses that interact with games. I also explained that not all of them are essential to engaging with games with Taste & Smell being two of the seven that can be left out. This leaves five essential senses: Seeing, Hearing, Touching, Speaking, and Awareness. The five senses are employed when we use engage with any media, entertainment, or art. We need all five senses when we read a book, watch a movie, or play a game. Yet, the degree that they are used does differ which helps explain why games are unique. There exists a continuum of passivity to activity that marks how games are different from media like books, music, and shows (including movies, television, and cinema). To help explain why games are different, I divide the five senses into Passive and Active categories. Passive Senses are defined by their latent information gathering done through the visual and audio senses. Active Senses differ from Passive Senses because they require action and communication. Let’s begin by discussing the two Passive Senses: P1) Seeing: Games, books, and shows all share the need for the Seeing Sense. A video or computer game cannot […]
by Chris Billowsin Playstates Theory0 commentstags: Awareness / Understanding, Introduction, Sense: Hearing / Ear, Senses: Seeing / Vision, Senses: Smell / Taste, Senses: Speaking / Communication, Senses: Touch / Nerves
It is documented that animals have play behavior, but it is only Humans that play games. In order for all animals to play they do so through their range of senses. There are the obvious ones such as sight, hearing, and touch but there are some that are more subtle or so powerful we tend not to think of them. Using ancient Buddhist psychology’s insight into the human condition, I thought it would be useful to evaluate how this list of senses interacts with games. What follows is a list of seven senses that most human beings have. I will describe each one and then list how it relates to games. (I) Seeing through our Eyes This is the primary sense used when it comes to games. A video or computer game cannot be played unless it can be seen since all games are played on some kind of screen with projected images. I can think of one rare exception, but in this case the exception does not make the rule. (II) Hearing through our Ears The secondary sense used when it comes to games. Some of the earliest games (played on main […]
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