Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Friday, November 4, 2011

Playing with Deepak Chopra's universe


High tech and new age come together in Leela, a game for relaxation and self-awareness invented by spiritual teacher/philosopher Deepak Chopra. Leela follows the line of games such as flOw, Zen Bound, Zenses, Flower and Osmos, that all were meant to calm the mind and relax the user. But Leela takes cosmic gaming to a much deeper level.

Based on the notion of the seven chakra's, vortices of energy that correspond to locations in the human body, the user can explore different experiences. The gamer-practitioner will do meditation, breathing, and movement exercises and enter a state of flow while experientially gaining insights about his own body and mind. Considering also the radiantly colored environments, playing Leela for a year or so may well be as effective in stably expanding consciousness as a decade of doing psychedelics.

I think the interactive experience of video gaming is an excellent opportunity to get people out of the apparent chaos of everyday life, and ground them in a continuous awareness of energy flows. In a game, nothing really matters and you have free play. In the world we call real, it seems as if everything matters and is bound by social rules and conventions. Where in the real world we are identified with a person and are afraid of its mortality, in the virtual world we perceive ourselves as immortal. When your character dies, a new one can just magically pop up, and in the real world we're generally not so sure how that kind of thing works.

Leela is a Sanskrit word meaning 'the play of the universe.' It literally lets you play around in an environment that is abstract and beautiful, just what we picture with the term 'universe' or 'cosmos.' Now the task is: can we see that this beauty and universality is always there in every moment of life, and start playing?





Monday, August 23, 2010

A virtual boy who might be the best friend you'll ever have



Ok, so we're all going crazy about the nearing of the release of Kinect, formerly known as Microsoft Natal, the gaming platform that uses your entire body as the controller. One of its foremost applications lets you interact with and follow the life of an 'actual' virtual boy. What's more, it's created by Peter Molyneux, who we all know as the mind behind the God game 'Black and White'.

The boy's name is Milo, and does what most boys do. He plays with snails, throws stones in the water, draws pictures, and argues with his mother. He has recently moved with his parents to a new house, so he needs new friends. Now you step in. With your body and speech you enter into Milo's world, where you can talk to him, play with him, help him clean his room, and follow him around the house. Like most kids, Milo talks to himself a lot, commenting on the situation, so you know what he's thinking. And also like most kids, Milo is not home all the time; he has a life outside too. This makes him not always available for you to interact with, just like a real person. It's quite like a really intimate version of the Sims, but one where it's stops being a game, or entertainment altogether. This is interpersonal human life virtualized.

Not much has been released on how 'human' Milo will feel, but from what we see in the demos that have been given, including the one recently at TED, we must conclude that the people at Lionhead have done a really good job. One of the intriguing features built into Milo is that the longer people collectively interact with Milo, the more his mind will grow. So Milo will really be like a global mind, instantiating itself as a separate character in your living room.

If Milo develops very much like a real human being, and people can come to feel as if he is a real friend, even their best friend, then this pretty immediately questions what 'humanness' is. By becoming aware of the mechanics of emotion and personality, Milo and its human companion might come to wake up to transpersonal realizations and have existential breakthroughs. As such, Milo might evolve into a piece of ultimate self-help technology that no other friend can replace. As Molyneux remarks, there's a boundary to friendship, determined by the amount of time that you can be comfortably quiet in presence of the other person.

To me, the ultimate experiment of Milo is whether he can become people's true friend, having an unconditional love for each other, and actively co-evolving with each other through life.

Monday, June 7, 2010

using your own body in a combat video game



With the agility of a supermonkey and a peace-sign on his shirt, the kid in the movie below shows the stylish skills he developed while playing on a system developed in Finland by the Virtual Air Guitar Company. The system films the user and puts him straight into a virtual world, where in this particular game he has to fight off enemies with the movements of his own body. It's great that we keep on waving bye-bye to button-pushing in many areas of human-computer interaction, but although they might rid us from obesity and laziness, of course the new interaction styles will present their own challenges, which may even be vaster to overcome.

One of these is that using your body for a world that's still hidden behind a screen makes not only the mind, but also the body more apathetic. It's already known that soldiers tend to sooner make a kill if their actions are mediated through a screen-based interface, removed from the actual location. And I don't doubt that videogames can tip people into behaviors in the 'real world' in which they mentally distance themselves from the consequences of their actions. If we now start to physically interact with our computers, we are teaching our bodies movement habits that we will also tend to try to employ in the 'real' world, simply because these movements get so deeply ingrained into us.

If we are going to treat our world like a video game, we will probably overcome fear of death, but apathy is the next danger. We need to make sure that the behaviors we teach ourselves through interaction with technology will be mindful, and in line with reflections of the ethical kind.

Friday, May 28, 2010

augmented reality video games



This video done by Parrot shows a powerful example of blending virtual and physical gaming. You control a physical quadricopter with your iPhone, and look at the screen to see it fighting, say, a robot.

Friday, March 5, 2010

Real baby starves, virtual baby survives



Virtual baby? Yes, one apparently can, as a virtual character in several game environments, give birth to a baby, feed it, and raise it.



Of course escaping the oh so limiting constraints of what we call 'physical reality', this baby can definitely have two heads.



Something about virtual babies gives me the creeps though. It just takes a lot of forced imagination to actually think this is cute and loveable - not that the appearance of a baby should influence the love it gets shared, but this still seems a common perspective. Anyway, if there were a lake in the uncanny valley, this for me is definitely deeply submerged in it.



But, people fall for the traps of the virtual world, especially when it allows them escape from hard situations in the 'real' world. Today, a baby in Korea has died from neglect by its parents. They were busy, as in, 12 hours a day busy, raising a virtual child in the game Prius online.

I do see the temptation; it is safe, it looks and feels good to be in the virtual world, it allows you to somewhat live out your dreams of a harmonious, peaceful life in an idyllic realm with purple skies and what not, and time is not an issue. The real world is dirty, messy, chaotic, and it for sure doesn't care about your emotional system. Virtual world are so great because we can control them, and in case it gets uncomfortable we can just get out in an instant.

We need to come back to the physical world though, and learn to appreciate its characteristics, as well as coming to see that we ourselves are not different. But this needs to happen through more virtualization, more cyborgization, until even the physical world can be digitally controlled. In this case, what would have happened if the virtual and real child would have been intrinsically linked - maybe even in the most superficial way with a few parameters - ? I think the love for both would only have increased. Let the world become more like a game, make real life attractive again, and then guide people towards living in line with physicality again.