Category Archives: Interview
Is technology haunting us? Or we are haunting it? Aleks Krotoski wonders.
Traditional definitions of what is alive seem limited! Toys dance, cry, smile; advanced technologies are “smart”, and trick us making us feel they are present and even alive. Traces from virtual immersion appear and people see and hear things that are not actually there.
Join my conversation with Joe Brown, Science’s Editor in Chief and Executive Editor of Wired, Leigh Haggerwood, expert on horror sound design, Tobias Revell, artist and designer who explores failed utopias and unexplained phenomena and professor Jeffrey Sconce, media and film cultural historian. -With the bonus of the participation of gamers telling us about their Game Transfer Phenomena experiences.
We try to unveil the mysteries of how technology make inanimate things come alive and how sometimes our relation with technology trigger our deepest fears and anxieties, in BBC Radio 4’s Digital Human episode: “Haunted” with a spooky tone for Halloween!
Follow this link to listening the broadcast.
In an interview for Discovery News discussing the advent of contemporary VR, Glenn McDonald summarized some of my insights about VR and Game Transfer Phenomena. Here are some extracts:
“Without a doubt, highly immersive technologies for entertainment bring exciting possibilities for the users — I’m a big fan! — but also raises important questions regarding the impact on their well-being.”
“Individual susceptibility is crucial,” Ortiz de Gortari said. “But I believe that GTP will
become more common as technology becomes more persuasive, more immersive and stimulates more sensorial channels.”
It’s important to note that GTP episodes aren’t necessarily dangerous or negative, Ortiz de Gortari said. Usually, they’re just weird and funny.
Ortiz de Gortari is more optimistic. In fact, she hopes that further study of phenomena like GTP can help us navigate the virtual waters ahead.
“In general, I think that besides the psychological challenges new technologies posit to our malleable minds, there is a wonderful world of possibilities for entertainment, learning and therapy,” she said.
“Most of us will obtain benefits, but there will always be this small group that experience serious negative effects. Understanding GTP better can be useful to identify video game features likely to be associated with potentially unwanted effects — and promote those that bring benefits.”
Here you can read the full article: “Could VR Games Induce Hallucinations and Flashbacks?”
I was interviewed by BBC Radio Nottingham about the latest GTP study done in co-authorship with Professor Mark D. Griffiths. Listen to it here.
Check out gamers GTP and my interview in TV news BBC East Midlands Today.
Approx. at 3:46.
The video is only available in UK and until 10.45 PM tonight.
My GTP baby is growing little by little. Thanks to all that have believed in me and supported my research during these five exciting and challenging years.
Here is a transcript of what the gamers who were interviewed in the programme said:
First player: “A game a used to play a lot, Zelda, it’s like a world you going to. I will be playing it for 60 odd hours no in a row. Then there is a lot of it where you have to slice bushes and I will see bushes and think, oh God, what this is doing to me?”
Second player: “It depends which game you play, I suppose. Playing more realistic games comic games which are designed to be more realistic, it might be more difficult to switch off.”
Third player: “I think I tend to keep in the real world and turn the console off.
Fourth player: “Video game really affect you and you can get emotionally attached to it and really go into the world if it’s good enough.”
Fifth player: “I never think, I never see a crossover personally. When I used to play the Sims that was like a real life simulations. You are of sort of micromanaging families. When I was in real life, soletimes, I would see some of the itels. I would feel like I was right back there.”