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| | TECSTASY.com - Video Games as Communication |
 | | In 1992, Brett Leonard's The Lawnmower Man posed a range of interesting questions regarding the possibility of employing game-like VR communication to overcome cognitive handicaps and to further the human mind. |
 | | Seymore Poppatt noted in Negroponte's Being Digital (1995) that, just as young children adopt complex lingual skills during their formative years as a result of immersion within the oral culture of a particular nation, human thought processes can change through exposure to VR environments. |
 | | (Fuller and Jenkins, December CMC Magazine, 1995) Philosophy, religion, magic, storytelling, space exploration, hallucinatory drugs, fictional literature, music, art, roleplaying games and virtual reality have each pursued frontiers beyond the bounds of physical entrapment. |
| www.tecstasy.com /articles/video-game-communication.html (461 words) |
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