In a lately released paper, Jeroen D. Stout (creator of Dinner Date) proposes an intriguing theory on the relashionship among player and avatar. It is connected to the things that have been discussed preceding post about immersion, so I felt it was relevant to bring it up. The full paper can be gotten from right here. I will summarize the ideas a bit under, but I nevertheless suggest all to study the actual paper for more info!
Most modern theorists of the mind agree that it is not single issue, but a collection of processes working in unison. What this signifies is that there is no precise location where everything comes with each other, but instead the interaction in between numerous sub-systems give rise to what we get in touch with consciousness. The most clear proof of this is in split brain individuals, exactly where the two brain-halves fairly much kind two various personalities when unable to communicate.
This image of a self is a not fixed issue even though and it is attainable to modify. When utilizing a tool for a even though it frequently starts to really feel like an extension of ourself, thus altering ones body image. We go from being "just me" to be being "me with hammer". When the hammer is put down, we return to the old earlier physique image of just becoming "me". I have described an even clearer example of this in a earlier post, exactly where a topic perceives a sense of touch as positioned at a rubber hand. Study have shown that this sort of connection can get fairly sturdy. If 1 threatens to drop a heavy weight or similar on the artificial body part (eg the rubber hand), then the physique reacts just like it would to any actual physique component.
What this means for games is that it is theoretically attainable for the player type a quite sturdy bond with the avatar, and in a sense turn into the avatar. I talk about one thing similar in this blog post. What Jeroen now purposes is that 1 can go 1 step further and make the avatar autonomously behave in a way that the players will interpret has their personal will. This is what he calls symbiosis. Alternatively of just extending the physique-image, it is the extension of the mind. Really actually, a high level of symbiosis means that portion of your thoughts will reside in the avatar.
A straightforward instance would be that if player pushes a button, producing the avatar jump, players really feel as if they did the jumping themselves. I believe that this sort of symbiosis currently happens in some games, particularly noticeable when the avatar does not straight jump but has some kind of animation first. When the player-avatar symbiosis is strong this sort of animation does not really feel like some type of cut scene, but as a willed action. Symbiosis does not have to be just about simple actions like jumping even though, but can be much more complicated actions, eg. assembling some thing, and actions that are not even initiated by the player, eg. picking up an object as the player pass by it. If symbiosis is sturdy then the player ought to feel that "I did that" and not "the avatar did that" in the earlier examples. The huge question is now how far we can go with this, and Jeroen suggests some directions on how to investigation this additional.
Having much more expertise on symbiosis would be really useful to make the player feel immersed in games. It can also help solving the issue of inaccurate input. Instead of performing it the Trespasser way and add fine-manage for each and every needed body joint, focus can lie on rising the symbiosis and as a result permitting basically (or even no!) input be noticed by players as their own actions. This would make players feel as component of a virtual world with no resorting to complete-physique exo-skeletons or similar for input. Yet another intriguing aspect of exploring this additional is that it can possibly inform us some thing about our own mind. Employing games to dig deeper into subjects like free of charge will and consciousness is some thing I feel is incredibly exciting.