activating your nanobot

Your personal Innerspace experience starts with a cool-looking futuristic transdermal patch that you stick on your arm. The patch supposedly contains your personal Nanobot but this is purely an illusion. The patch does not have any real function other than it giving the illusion that the Nanobot is so small that it will be absorbed from the patch, through the skin, and into the users body.

Once you've applied the patch you then type in the code located on the packaging and download the actual VR experience to your console, PC or VR device. To maintain the illusion, when the download is complete your screen or HMD will inform you that your Nanobot is now active inside your body. The illusion is fulfilled when you put on your VR HMD and discover that you are now inside your body, looking out through your Nanobots eyes, and are able to navigate through your cardiovascular system.

virtual human body

After the user has ‘injected’ their Nanobot into their body they can put on their VR headset and experience the illusion of being inside their own body. This is a biologically and anatomically correct 3D photorealistic CG virtual representation of a human body.

The user will be able to keep track of where they are by looking a 2D graphic map on their HUD. A drop down menu can be used to identify and learn more about what they are seeing.

game mechanics

The primary goal of Inner Space is the thrill of exploration. For the most part your Nanobot will be equipped with a propeller backpack in order to navigate through the blood stream, but they will also have the ability to penetrate into the body’s cavities - the lungs for example - and walk around on foot.

Three game modes to chose from:

  • Free Roam

  • Guided Exploration

  • Missions

Free Roam: Users get to travel around their own body. From the drop down menu in their HUD they’ll be able to learn about the things they encounter at a pace of their choosing, or just wander around and go wherever their curiosity takes them. However, users will not be free to roam forever. Your Nanobot will require recharging. (The Nanobot could be powered by proteins in the blood that the users has to capture somehow).

Guided Exploration: In the drop down menu in their HUD users can select pre-determined paths through the body that could take up to 30 mins. These are guided experiences where the user will learn about specific aspects about the body and the way it functions. Here your Nanobot takes on the role of your personal guide, talking to you throughout the exploration. Users will also have option of auto-pilot where they can just sit back and enjoy the ride.

Missions: Missions are goal oriented tasks. For example, ‘travel to your left kidney and neutralize some bacteria’, or ‘you have blocked capillaries in your lungs, go unblock them’. Each task will require the user to plot out a course, ensure they have enough energy cell and the correct tools. Points could be awarded as a reward, or the user can be rewarded by learning that they’ve made their kidney/lungs etc function at X % better efficiency etc. Some missions deal with Maintenance and Repair - killing viruses, bacteria, cancers and breaking up tumors. Here Inner Space takes on the characteristics of a traditional FPS (first person shooter). Users will have an arsenal of weapons at their disposal and will be required to have gained a level of proficiency in navigation, tool and weapon use to complete missions successfully. Missions are also graded according to level of difficulty.

DLC (downloadable content) can be offered as a supplement to Inner Space. Content will relate to specific types of cancers of life threatening conditions. Here missions will be concerned with eliminating cancerous cells in the body.



There are two key relationships with Inner Space. The first is between the user and the Nanobot. The second is between the user and their own body.

The Nanobot avatar is like a smarter, more able version of the user. The user will immediately think of the Nanobot as ‘theirs’. It’s a deep and immediate bond based on identification, trust, friendship, shared experience and the acquisition of knowledge. Nanobots avatars will speak to the user in a voice that is reassuring because it will be based on user’s preference when they first choice their Nanobot model (a projection of their own primal need, i.e a ‘protector’ or ‘friend’).

Sense of control plays a big part in forming emotional connection with your Nanobot. A child's desire for mastery begins to develop at age six or seven and in Nanobots there are so many things to master: piloting the Nanobot, knowledge of the body, battling and defeating cancers. It's a world of expertise in which kids can revel, free from parents.

There are three elements to turn the human body into an interactive learning experience:

  • Learning - We learn about the human body. All science based.

  • Nurturing - Using what we have learned about their body we’re able to maintain the virtual body and keep it healthy. Knowledge is solidified through action.

  • Competition - Users test their competence and knowledge with others. They compare their Nanobots and compare their adventures. It takes time, skill and knowledge to master the environment. Users are also pitted against deadly viruses and cancers that must be eliminated and will be rewarded for doing so.

Emotional connections are made with the Nanobot avatar by developing a relationship based on need. The user has the illusion of having their Nanobot inside them, totally dependent on them. Tamagotchis were successful because they were like babies - if you ignored them they died. We don’t need to go that far but we could have our Nanobot alert the user via text or email when there are tasks to he done, missions to complete and cancers to be killed.

The second key relationship is between the user and their virtual body. This is something unique to VR and will likely be an experience that is completely new to the user. The sense of presence and immersion in a virtual world is what elevates VR above other platforms, whether it be console games, mobile games, smart phones, tablets or televisions. The experience can be an incredibly emotionally charged and ‘real’ as well as being wonderously rewarding.

Inner Space is purposely challenging for the user. It represents the unknown, a wondrous place that allow children to experience danger in a secure environment. Importantly, children will not be alone in this environment. They’ll have their best friend/guide/protector with them - their personal Nanobot. Exploration walks the path between wonder and fear. At every step the user is in control. Whenever they want they can stop, seek help, advice and reassurance or they can just step out of the experience completely.