“…Designers have also explored making the experience more immersive (Eidenberger & Mossel, 2015;Inition, 2014aInition, , 2014b through dampening any sensory confusion that may be indirectly induced in players, rather than using the technology to purposefully exaggerate such sensory confusion, and thus creating dedicated vertigo experiences. Other designers choose to augment existing experiences with digital technology such as accelerome-Introduction ters, projectors, and augmented reality with the aim of improving performance in sports related activities (Bächlin, Förster, & Tröster, 2009;Daiber, Kosmalla, & Krüger, n.d.;Pijnappel & Mueller, 2014;Ruttkay, Zwiers, van Welbergen, & Reidsma, 2006;Spelmezan, Schanowski, & Borchers, 2009). This thesis argues that there exists an opportunity not to err on the side of caution and dampen the experience, but instead to embrace the opportunity digital technology affords us to explore the varying ways in which such technology can be harnessed and embraced to induce purposeful sensory confusion in players.…”