The article Media Culture Society, written by Eugenie Shinkle talks about the power and effects that video games have on our society, and how they act as a “sixth sense”; mind simulation. Apart from the endless amount of time consumed by these video games, the idea itself is revolutionary and is already starting to change the world. It combines touch along with sight and spatial awareness to create a virtual simulation into the digital world. A much different concept than world we know, the user is able to have full control over a subject’s actions and decisions.
“Taking its methodological cues from the linked domains of phenomenology and cognitive neuro- science, the following discussion examines perception and gameplay in terms of the relationship between the body, the emotions and the proprioceptive senses, sketching out some of the possibilities for emotional expression offered by a generation of video game controllers that engage the human sensorium in a newly extensive way”, says Shinkle. He uses this concept in referring to an interaction that the human mind is unfamiliar with. The endless amount of time invested in producing these games has been recognized by the users, as the high quality and level of sophistication are apparent. Games such as car racing, sports, and adventure-based games, using your fingertips, are almost life-like. The graphics, layout, and interactivity of the games have become seamless and it seems that there is no stopping this type of simulation; the expansion and world-wide interest will soon transform this idea of a virtual world to a world of endless possibilities.
Shinkle’s article defines well the use, purpose, and future hopes for video games in this generation. He explains that the concept of a video game, unfamiliar to the human mind, will change the way the world views media interactivity. The concept was recently introduced to the digital world, and acts as a revolutionary idea for our upcoming years as a nation.
Shinkle, E. Video games, emotion and the six senses. Media Culture Society. November 2008 vol. 30 no. 6 907-915