I found a great
essay about comparing physical space to 3D virtual space, titled "complete freedom of movement: video games as gendered play spaces"
Some ideas I took away from it:
-extend reach, explore, manipulate, interact
-how virtual games mimic physical games both have similar struggles. Compare space invaders to dodgeball.
-child gamers respond more towards more 3D like spaces and quicker more flexible interactions
-physical bodies reactively sway from virtual movement
-wii controllers/six-axis/guitar hero respond from physical movement + convert into virtual movement
-physical play spaces are diminising (due to expansion) + virtual play spaces are increasing (due to improving technology)
-childen create spaces "forth enviroment", they are in their own world (like calvin + hobbes)
-children make play spaces from nothing (jumping on the white stripes on zebra crossings, balancing on gutters and pathway divisions)
-boys have outdoor orientated toys, girls have indoor orientated toys
-virtual worlds reward daring activities (climbing a tree) as opposed to the physical world
-a goal of creating a virtual space that as is engaging for girls as it is for boys
direct quote/s:
"A child playing a video game, searching for the path around obstacles, or looking for an advantage over imaginary opponents, engages in many of the same “mapping” activities as children searching for affordances in their real-world environments."
"One of the limitations of the contemporary video game is that it provides only pre-structured forms of interactivity, and in that sense, video games are more like playgrounds and city parks rather than wild-spaces. For the most part, video game players can only exploit built-in affordances and pre-programed pathways. “Secret codes,” “Easter Eggs,” and “Warp zones” function in digital space like secret paths do in physical space and are eagerly sought by gamers who want to go places and see things others can’t find. "
"Girls may compete more directly and aggressively with boys in the video game arena than would ever have been possible in the real-world of backyard play, since differences in actual size, strength, and agility have no effect on the outcome of the game."
sandbox vs linear
ideas:
-goal of creating a virtual space with focus on virtual rewards from physical activities + playing around with sense of space
-open, exploratory paths
-user generated goals (players can create their own goals)
-converting physical motion to virtual motion
-interactive elements created purely for interaction (no goals)
-reward daring activities / solving puzzles
-two versions of the level, one for play, one for explanation
-warnings coupled with rewards
-several similar sized spaces with different spatial ideas/concepts
-filled vs empty
-soundspaces (empty space with busy noise, busy space with empty noise)
-getting a physical reaction from a virtual action (scare)
-break up the three layer planes (flat plane with virtual elements, all 3 for -physical representation)
-time based travel, fast turtle, slow cheetah
-object's speed based on player proximity
-horizontal/vertical
-upside down
-empty space (hollow cubes, Sol Lewit)
-navigating invisible barriers from sound cues
-reoccuring motif to play around with size and perspective