Saturday 8 December 2007

Gathering some thoughts

What are the elements that I want to explore/play with in this project?
Element that contradict or correspond with the idea of interactivity

Immersed <------> Distracted

Curious <------> Apathetic

Tempting <------> Repelling


I am interested in the question of whether curiousity and temptation are what drives us to take action? This question seems important to ask for the sake of interaction and what makes us interact with something in the first place.

In a game we move forward because we want to unfold, discover and realise the plot or goal. If a door is closed in the game and we have to solve a puzzle before the door will open, we will spend hours trying to solve the puzzle just to see what is behind the door, in other words quench our curiousity. If we have a particular question that we know there is a particular answer to, we will equally spend hours searching (the internet) for the answer. We particularly spend longer if we believe the answer is within our reach. This stubberness seems to be driven by human instinctive curiousity as well as a want to prove ourselves. It is a mixture of irritation of not knowing and the challenge of finding out which keeps us busy because we know that if we do we will be rewarded. These two feelings needs to be finely balanced in order to make the overall experience joyful. If we have to work for too long before the answer is given we become frustrated and give up, but equally if the task is too easy we loose the feeling of being challenged and the reward seems less earned.

These observations are all concerned with the idea of "play" and "fun" which we mainly know from games. Computer games are often the first medium mentioned when talking about interactivety, as these are highly interactive. We can illustrate how interactivity has progressed over time by looking at a film which is not interactive at all to second life which is as interactive as a game gets. But can we say which of these are better? Films are still highly popular today.

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