Exploring the Future of Board Games with Wearable Technology

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This project explores the integration of wearable technology into the realm of board games, examining its potential to revolutionize the gaming experience. The research delves into the concept of wearable technology, its functionalities, and its application in board games. The project covers brainstorming, regulation, ethics, and the disruptive impact of this technology on the industry. It also explores the future of board games with wearable tech, including diagrammatic representations and a video script showcasing data interaction, real-life scenarios, and 3D technology integration. The project highlights the importance of internet connectivity for data exchange and emphasizes the potential of wearable technology to create more immersive and realistic gaming environments. The target audience is the general public, and the project considers ethical implications and the need for innovation to enhance the gaming experience. References to relevant research papers are also included.
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Running head: UNDERSTANDING DIGITAL REVOLUTION
UNDERSTANDING DIGITAL REVOLUTION
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2UNDERSTANDING DIGITAL REVOLUTION
Table of Contents
Research.....................................................................................................................................4
Brainstorming.............................................................................................................................4
Regulation and ethics.................................................................................................................4
Disruption...................................................................................................................................5
Future.........................................................................................................................................5
Diagrammatical Representation.................................................................................................6
Video script................................................................................................................................6
References..................................................................................................................................7
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3UNDERSTANDING DIGITAL REVOLUTION
Research
The concept of the wearable technology can be considered as a blanket term which is
related to the sector of electronics that can be worn on the body either as an accessory or as a
part of clothing material. There are different types of wearable technology which are now
placed in recent times which are innovating the different sectors which are involved into the
daily life of the people. The main functionality which is related to the wearable technology
are in the field of enabling the exchange of the data between the network and the devices and
the direct ability to connect to the internet (Jakicic et al., 2014). The main focus point of the
proposal would be in the field of the wearable technology in the area of board games.
Brainstorming
The way the technology may change the industry are stated below:
The concept of wearable technology can also be included into the sector of gaming
devices mainly in the sector of board games. Many more people are getting involved into
the concept of gaming due to the sector of the innovation which is included into the sector
due to innovation in the wearable device sector.
The main advantage which can be stated in context of the wearable technology is that it
creates an imaginary scenario of the aspect which are related to the real life scenario
(Lindberg, Seo & Laine, 2016). Most of the people tend to involve more into the
technology due to the factor that it creates a new concept in the gaming sector.
Most of the devices in such a situation can be stated to be difficult in the aspect of data
exchange. It can be stated here that the main functionality of the technology is related to
the data interaction between the device and the game scenario. In this aspect it can be
stated that the internet connection are very much important due to the factor that it forms
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4UNDERSTANDING DIGITAL REVOLUTION
the basic interaction sector. Internet is used in the interaction process and without the
internet the technology would not be possible.
Regulation and ethics
The people who would be directly involved into the aspect of the gaming with the
technology of wearable would be having a different experience altogether. It can be stated
here that the technology is revolving the sector of gaming which would be involving real life
scenario into the board games. It can be stated here that the board games were directly
diminishing due to the lack of innovation but in recent times it can be stated that it is playing
a vital role as it would be directly playing with the environment in which the game would be
played. In recent times it can be stated that more the innovation and implementation of real
time concept into the games more would be demand of the people to directly involve into the
concept (Lyons et al., 2014). Most of the people tend to lend their focus on games which are
more real time scenario oriented. With the help of the wearable devices the gaming sector
which is) involved into the board games would be involving more realistic approach which
would be creating a hypothesis of the environment. In most of times it can be stated that the
gaming can be considered one of the sector with the intent of the 3D technology the people
are involving more and getting involved into the concept more and more.
Disruption
The concept which is related to the wearable technology can be considered to be
playing a role in recent times. The technology can be looked back as a mainframe innovation
taking into consideration different working area. It the near future it can be stated that new
segment of the technology will fall by the wayside and be directly replaced by human
computers. The impact of these wearable technology would be playing a very vital role as it
would be innovating the sector which is related to the current gaming scenario. In the future it
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can be stated that more expansion would be made in the sector of the gaming and would
directly interacting the trend which is generating new trend (Levene & Steele, 2017).
The main target audience in the sector of the technology which is discussed would be
the common people. Age group factor would not be playing a role in the sector due to the
implementation of real life scenario into the gaming sector. It can prove to be great advantage
due to the factor that if more and more people getting involved into the concept would be
directly helping the innovation sector so that more and more technology friendly aspects can
be included into the concept. The pricing of the gadgets can be considered to be on the higher
end due to the involvement of the different aspects of the technology and how it would be
interacting with the different standard of the working.
Future
It can be stated at the end of the proposal that the technology which is related to the
wearable technology would be playing a very vital role which would be directly affecting the
sector of the innovation applied to board game area. Research are being conducted in the field
and it can be stated that in the near future it would be playing a more dominating role which
would be directly focusing on the aspect of the technology and how it can be improved. The
main sector which should be included into the area of gaming is the inclusion of the different
real life scenario so that the people would be getting a more real life approach towards the
gaming.
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6UNDERSTANDING DIGITAL REVOLUTION
Diagrammatical Representation
Video script
The main focus point of the video is to take into consideration the different
prospective which is related to the concept of the wearable technology and how it can be
implemented in the framework of the board game. The main functionality of the aspect can
be related to the interaction of the devices to the board game. The manipulation of the data
and the exchange of the data can be considered very much vital which provides a mean of
interaction with the aspect. The main motive behind the concept is that to provide an
experience for the user which is very much related to the aspect of real life scenario this
would be very much beneficial in a way which directly provides more support for the users.
There can be different types of devices which are involved in the concept which are majorly
shown in the video. The main focus point of the video is to create a scenario to show how the
different devices interact with each other to provide a means of communication. It should be
taken into consideration that most of devices should be very much crucial. Most of the
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7UNDERSTANDING DIGITAL REVOLUTION
devices which are majorly seen in the video are part of the interaction section which are
related to the aspect of wearable devices. Most of the people tend to lend more on the aspect
of the wearable technology due to different factors which are also focused in the video. The
highlight part would be implement the conecpt of the 3D into the real work scenario.
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References
Arroyo, I., Micciollo, M., Casano, J., Ottmar, E., Hulse, T., & Rodrigo, M. M. (2017,
October). Wearable Learning: Multiplayer Embodied Games for Math. In
Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp.
205-216). ACM.
Jakicic, J. M., Davis, K. K., Rogers, R. J., King, W. C., Marcus, M. D., Helsel, D., ... & Belle,
S. H. (2016). Effect of wearable technology combined with a lifestyle intervention on
long-term weight loss: the IDEA randomized clinical trial. Jama, 316(11), 1161-1171.
Kurunathan, J. H. (2015). Study and overview on WBAN under IEEE 802.15. 6. U. Porto
Journal of Engineering, 1(1), 11-21.
Levene, T., & Steele, R. (2017, May). The Quantified Self and Physical Therapy: The
Application of Motion Sensing Technologies. In Proceedings of the International
Conference on Compute and Data Analysis (pp. 263-267). ACM.
Lindberg, R., Seo, J., & Laine, T. H. (2016). Enhancing physical education with exergames
and wearable technology. IEEE Transactions on Learning Technologies, 9(4), 328-
341.
Lv, Z., & Li, H. (2015, June). Imagining in-air interaction for hemiplegia sufferer. In Virtual
rehabilitation proceedings (ICVR), 2015 international conference on (pp. 149-150).
IEEE.
Lyons, E. J., Lewis, Z. H., Mayrsohn, B. G., & Rowland, J. L. (2014). Behavior change
techniques implemented in electronic lifestyle activity monitors: a systematic content
analysis. Journal of medical Internet research, 16(8).
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