Predicted to reach $100 billion in 2017, the gaming industry shows no signs of slowing. But console manufacturers and game developers are always looking to create new gaming experiences, and immersive technologies are gaining more traction.
Reading is an emotional experience. Books can make you laugh, cry or feel scared - but can technology make them even more immersive? MIT's Media Lab has created a book that lets you really feel and experience first-hand the emotions and environments described in the text.
People prefer wearable devices that are unobtrusive, fit into daily life and existing habits, and look stylish. But even if all these boxes are ticked, do they really want to wear technology on their wrists, faces and around their necks?
Technology has become an unparalleled part of every aspect of our lives, dominating our work, our social lives, our hobbies and even our healthcare. But at what point does our changing relationship with technology become a problem? And how do we fix it?
As players solve puzzles and roam the depths of murky labyrinths, a biofeedback sensor monitors how scared or stressed they are and adjusts the difficulty accordingly – letting fear get the best of you in the face of terror will make for a harder game.