Talk – GTP and the potential impact of VR

The imminent arrival of more highly immersive technologies for entertainment brings exciting possibilities for gamers, developers and researchers. As a gamer, I’m looking forward to get my own head mountain display, but it also raises important questions regarding the impact on wellbeing.

Game Transfer Phenomena (GTP), a research approach focusing on understanding the psychosocial effects of video game playing by examining non-volitional phenomena (e.g., altered sensorial perceptions, automatic mental processes, involuntary motoric activations and behaviours related to playing video games), suggests similarities between gamers’ experiences reported after playing on conventional devices and post-effects of highly immersive technologies (e.g.,
head-mounted displays).

The aim of this talk was to discuss the challenges and opportunities highly immersive technologies posit to the malleable human mind, taking into account not only the post-effects of the virtual immersion manifesting as physical symptoms, but also the psychosocial implications.

Understanding the possible post-effects of virtual reality and immersive technologies is important. I hope my “a head of time” talk motivates at least some reflections.

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About Angelica B. Ortiz de Gortari

Dr. Angelica B. Ortiz de Gortari is Marie Curie Postdoctoral Research fellow in Cyberpsychology. Critical inquiry on the psychosocial implications of interactive media technologies has been her professional passion since undergraduate school, when she conducted one of the first studies on internet addiction. Game Transfer Phenomena (GTP) is her area of research expertise, for which she has won awards. Dr. Ortiz de Gortari’s research has been featured in different media worldwide including Discovery News, History Channel News, BBC World Service, the New Scientist and the International Herald Tribune. Her research on GTP has even inspired an episode of the TV series CSI: Cyber. She has published academically and presented at several international conferences. The goal of her research is maximizing the psychological and social benefits of interactive virtual technologies while reducing the potential risks it can present to some individuals.

Posted on October 27, 2015, in Talk and tagged , , , , , , , , , , . Bookmark the permalink. 1 Comment.

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