It is amazing to see the gaming industry has grown at a rapid speed along with technology advancement. From black-white 2D games (1972), 3D games (1992) (Poh,2019). The evolution of video games has changed to graphical quality and moving on to improved capabilities of virtual reality which one has an experience taking place within a simulated and immersive environment that could be similar or completely different from the real world.
With the future holds for learning with creativity and interaction and learning through play which lowers the stress level which is put on students the learning will subsequently be enjoyed through play. It has been identified the best way to learn is through failure (Robards-Forbes, 2018) and the simulation of games allows one to fail without yourself being hurt or anyone else. With the emotions invested, one sees the consequences of their action in real time. The future of learning and workspace training will be connected to immersive learning technology. These will bring the gamer directly into the area where they want to be.
The world’s first full-body haptic suit that has come into the AR and VR gaming which has a climate control system and motion capture. This is not only for the gaming industry but for the field of medical/biotechnology to treat, diagnose and rehabilitee the patients. Although augmented reality and virtual reality (VR) are both growing, it seems that augmented reality will lead the new market offering a wider range of content possibilities compared to VR especially with Apple’s new ARKit which can incorporate real-world objects and greater immersive opportunity
According to (Papadooulos, 2018) the dominant platform still remains as the PC and the smartphones and tablets come next. These will be the future of virtual reality platforms although (Orland, 2018) mentions that mobile gaming could be of dominance.
The basic and most wanted interface is still the keyboard/ mouse and a controller but I feel the future would be voice gestures command which enables allowing the players to navigate the dashboard, control media as technology advances. The Kinect for Xbox 360 had brought games entertainment to life with new ways where no headset is required, the Alexa integration allows to issue more complex commands “like what’s the weather like”. At present game players around get connected and play games as we move on, I think the future will bring concepts of interfaces and will expand beyond touch into voice, movement, VR and immersive more integrated, more invisible with natural human interaction models.
Reference
Corden Jez, (2019), Is Xbox One Kinect still worth buying in 2019?, https://www.windowscentral.com/xbox-one-kinect-still-worth-buying-2018-lets-look-pros-and-cons
(n.a), (2018) The Future of Interfaces, https://medium.com/capital-one-tech/the-future-of-interfaces-70f8438ae1f5
Papadooulos, J. (2018) GDC 2018 survey shows the PC as the dominant platform, 1 out of 10 days working on games with loot boxes https://www.dsogaming.com/news/gdc-2018-survey-shows-the-pc-as-the-dominant-platform-1-out-of-10-devs-working-on-games-with-loot-boxes/
Robards-Forbes, E. (2018) Six Predictions about the Future of Gaming from a Computer Scientist, https://cns.utexas.edu/news/six-predictions-about-the-future-of-gaming-from-a-computer-scientist
Orland, K., (2018) Mobile gaming cements its dominance, takes majority of worldwide sales https://arstechnica.com/gaming/2018/05/mobile-platforms-now-account-for-more-than-half-of-all-game-spending/
(n.a), (2018) The Future of Interfaces, https://medium.com/capital-one-tech/the-future-of-interfaces-70f8438ae1f5