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AR/VR Weekly | March 27, 2019

One of the most intriguing aspects of augmented and virtual reality development is the potential for
AR/VR Weekly

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One of the most intriguing aspects of augmented and virtual reality development is the potential for new ways to control our games. GamesBeat lead writer Dean Takahashi delves into this in a story he wrote about a panel Valve did at last week’s Game Developers Conference 2019.
One of the ideas discussed: Your body as the controller.
Of course, we’ve had games that turn you into the controller. Look at Dance Dance Revolution or Wii Sports. This is not uncharted ground.
Valve is looking beyond the body and into our minds. This is exciting — the idea of using my noggin to control a character is an idea I can get behind. I know my brain can do a better job of running and jumping than my hands can with a controller. I know I can react faster to threats in a real-time strategy game with my neurons than with my keyboard-and-mouse.
But I worry about letting corporations such as Valve into my head (well, more than I already do, considering the amount of books, comics, movies, TV, and games I play based on their IPs). Is this a valid concern? Is this caution warranted? Or am I just a scaredy-cat?
(Remembers that Valve hasn’t even figured out how to keep undesirables off its own platform, breathes into paper bag.)
For AR/VR coverage, send news tips to Dean Takahashi and Jeremy Horwitz. Please send guest post submissions to Rowan Kaiser. Please be sure to visit our AR/VR Channel.
— Jason Wilson, GamesBeat managing editor

From VentureBeat
Valve psychologist explores controlling games with the brain
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