From: sandre@asc.upenn.edu (Alison Andrews)
Subject: PHIL: What makes VR an addictive, or compelling, medium?
Date: Thu, 16 Nov 1995 19:42:54


From: sandre@asc.upenn.edu (Alison Andrews)

Hello there.

It has struck me that the virtual world, though currently available at
far below its ultimate application potential, could be engineered
explicitly to be addictive, or, in less incendiary terms,
intrinsically motivating (internally rewarding).  I wonder if you have
had thoughts about how this happens, in both the engineering and the
experience of VR.

For example, its' interactivity and level of control and feedback are
directly connected to notions of intrinsically motivating experiences.
Are there other aspects of VR design that have as much affect in this
way?  (I do not want to speak at length, for I know not the level of
discourse here, and won't insult anyone's intelligence by saying
less....)

Thanks.  I look forward to this conversation.

Alison Andrews
<sandre@asc.upenn.edu>
Annenberg School for Communication
University of Pennsylvania
Philadelphia, PA  
