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Location Based Experiences - Value of Augmented Worlds

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Published on May 30, 2011

For an article of the same name here http://www.personalizemedia.com/the-v...

1 Physical Experiential - The entry point. We are stimulated by an altered 'real' environment around us (think: surround 3D or 4D cinema) or our bodies are impacted by external forces (think: 5G theme park rides) or we find something very pleasurable (think: warm drink in a nice cafe or insert your own!). Short bursts of activity over minutes

2 Mental Experiential - Our brains become inter-active in the 'surround' experience. We have problems to solve that requires us to make decisions, we have to assess characters who may be trying to deceive, complex puzzles abound, historical and forensic examination, moving around & touching the environment around us and so on. May engage for hours.

3 Social Experiential - Where experiences start to include your personal tribes, family, friends and you are engaged in competition, team or peer activities. From the early days of group treasure hunts through to present day Augmented Reality team scavenger hunts you are much more driven in your personal involvement than if it was just for you and is a much more profound immersion than any individual pursuit. The shared physical, mental and now, social experience becomes something much more powerful and may last days at a time.

4 Emotional Experiential - Where we personally connect at a much deeper level either through bespoke elements or story. Well written stories and characters draw us in further, we empathise or even take parts ourselves in a dramatic narrative. We are also given true agency at this level and our personality and creativity is reflected. The experience is extended further to potentially months if the story 'experience' world is well constructed.

5 Spiritual Experiential - A sublime and transcendental final level. This is where the experience becomes almost religious in nature and the users start to change their own belief systems. They start to believe in the artificially created world around them and evolve - change their lives & values. From a pure experiential perspective, short term examples of this include deeply involved as a fan at a large sporting arena or physically at a breathtaking global music event. There are not many 'created' experiential media events that have 'altered' lives, yet, but there will be soon. This element can last years if the experience is sustained by the users own belief system.

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