Painting big pictures with small stories – what the VR tech industry can learn from Second Life residents

Check out this post from our own Canary Beck. ❤

Canary Beck

Left to Right: Robert Morgan, game writer, narrative designer and voice director; Dan O'Hara, Senior Lecturer in English, New College of the Humanities, London; Zillah Watson, Editor, BBC Research & Development and Luciana Haill, a 'neurofeedback' artist. Left to Right: Robert Morgan, game writer, narrative designer and voice director; Dan O’Hara, Senior Lecturer in English, New College of the Humanities, London; Zillah Watson, Editor, BBC Research & Development and Luciana Haill, a ‘neurofeedback’ artist. Photo by @rowlsmanthorpe (Rowland Manthorpe)

London Technology Week kicked off yesterday, and today I attended a panel presentation called “Ready Player Two? Bringing virtual reality dreams to life“. Generally, the speakers talked about the possibilities of virtual reality from their perspectives: entertainment, philosophical, journalistic, and artistic.

One of the presenters talked about how virtual reality might affect gamers and game narrative. Another talked about the possible ethical considerations of interacting with others in virtual worlds. Another talked about newscasters reading the news in 3-dimensional space.

Really? is this the cutting edge of virtual reality that we should be getting excited about?

I left somewhat underwhelmed, despite the free wine, the discussion being about something…

View original post 472 more words

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