“PKR is more than just a pretty face. We use our advanced gaming technology to serve the game of poker and enhance our user’s experience in ways no other poker room can. PKR’s unique ‘Emote control’ technology, combined with a number of other one-of-a-kind game features mean players on PKR can interact and engage with the game and each other in way that’s personal, involving and highly entertaining. PKR is bringing the personality into online poker.” PKR website
The interactivity of the game is prioritised, in their eyes setting them above the rest of the industry; it is possible to represent yourself in a large number of different ways, for example by selecting different emotions to convey and facial expressions. Moreover, real life is replicated through the 3D game play and ways of interacting with other players. However, I would argue that although it visually replicates real life to a high degree in comparison to its competitors, the interactivity is more limited than you would first assume from their mission statement.
I would argue that instead it is a form of “Consultational Interactivity”, as suggested by Graham Meikle, which is interactivity where the user is able to select and chose different interactions, however, there are a limited number of fixed choices. This could be seen as a form of ‘interpassitivity’, as really there is just a slightly wider choice of options, creating the illusion of being able to interact fully, rather than being able to create.

Yes, gambling's a particularly interesting way of keeping people passive isn't it?
ReplyDeletePolitically such passivity may actually swing into 'activeness' as people used to the highs & lows of gambling behave more extremely when their luck's run out?