摘要 |
The phenomenon of collective human experience in crowds and audiences is rooted in the thrill of sharing the experience with others in person. This invention enhances collective experience by providing a new kind of communal activity, overcoming the chief difficulty of prior communal activities that attempt to enable a crowd to collectively pursue a unified goal: namely the inability of the participants to sense or believe in their own contribution to the combined results. In this invention, the credibility gap is overcome by periodically limiting control to a selected group small enough to allow the audience to assess the contribution to gameplay. These gameplay focus changes can be made in immediate response to the live crowd behavior, endorsing the validity of the linkage between gameplay and audience movements. Identifying and switching between the smaller groups and the larger groups during continuous gameplay demonstrates and confirms the impression of active control by the group members.
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