Play Therapy Utilizing the Sony EyeToy ®
Anthony Lewis Brooks¹ and Eva Petersson
Our hypothesis is that game playing using embodied user interaction has evaluand potentials in therapy and thus significance in quality of life research for the special needs community. A state of presence is inherent where stimulation of fantasy and imagination involves engagement and subsequent interaction with a virtual environment (VE). Once this engagement is achieved and sustained we propose that a higher order state is achievable through empowered activity toward a zone of optimized motivation (ZOOM) . This is possible by using an interface to the VE that is empowering without the need for any wearable technology that is deemed encumbering or limiting for the participant. The interface data – participant motion – is mapped to control immediate feedback content that has real world physical traits of response and is interesting, enjoyable, and fun for the participant so that experience and engagement is further enhanced.