Augmented Reality Inside Videogames.

Authors

  • Herlander Alves Elias University of Beira Interior, Covilha
  • João Dessain Saraiva University of Beira Interior, Covilha
Keywords: Virtual reality, augmented, videogame, sci-fi, interface, hardware, spectator, web 3.

Abstract

The new media environment brings digital data to real life through augmented reality technologies giving users a new vision, where the binary world interacts directly with the real one. A new age is upon us with challenges, doubts and mainly new ideas that start to take shape. One of these is whether or not McLuhan’s theory of a medium integrating another is still a working paradigm should we testify that augmented reality elements appear inside videogames. This article is composed by an analysis of the third stage of the web and how it expands with augmented reality, the origins and concepts of interface design and how entertainment can be a sandbox of new ideas ending with a chapter on the electric environment of hybrid media, augmentation categories and Rancière’s theories over the emancipated spectator.
This issue culminates in an object analysis regarding augmented reality inside VR-games, where a videogame analysis is carried out, being followed by a review on the top four best devices. The whole data gathered provides us the framework to analyse McLuhan’s theory regarding how virtual technologies’ future might be when it comes to virtual outputs inside other virtual media.

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How to Cite
Alves Elias, H., & Dessain Saraiva, J. (2013). Augmented Reality Inside Videogames. Art and Identity Policies, 9, 209–228. Retrieved from https://revistas.um.es/reapi/article/view/191921