Case Study on the Nintendo Wii Remote 

by Matthew Stringer
Taken from Wikimedia

Picture from Wikimedia

I have completed a simple case study on the Nintendo Wii Remote, answering, in essence, the question: does the Wiimote succeed as a viable interactive device for immersing one’s self in narrative?  Where does the Wiimote stand as an advanced interactive gaming input device?

The case study is available here as a PDF:

http://nerdacumen.com/Case_Study_on_the_Nintendo_Wii_Remote_by_Matthew_Stringer.pdf

This case study is a term paper, and the third and final element of my overall term project for COM 579: Theories and Practices of Interactivity, taught by Carolina Mello-E-Souza at the University of Washington, Fall 2008.  The first portion of my term project was a proposal issued October 23rd (which was revised in November) and a presentation given November 13th in class.  The final paper has diverged slightly from the proposal; there is no mention of the Holodeck, and haptics is not a portion of the primary discussion – but the overall question about the Wiimote that was propositioned remains.

As for the class presentation mentioned… I might make those slides available in the future.  I am happy to note that I gave the presentation using an actual Nintendo Wii as the presentation platform, instead of a conventional PC running a Powerpoint Slideshow.  I converted my slides to jpg’s then transferred them to an SD disc.  I then loaded that SD disc into the convenient slot on the Wii and, using the Wiimote and the Wii’s picture viewing program, issued my slideshow in kind.  I do not know if I am the first person to ever do this, but I would like to find out.

 
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