1. A method to enable a game application, characterizable in at least three game-world (x v ,y v ,z v ,) coordinates and an implicit fourth (t v ) time coordinate, executed by a device coupled to a display, to respond to at least three-dimensional (x w ,y w ,z w ) input and an implicit fourth (t w ) time input generated from a player interacting with said game application, to enable said game application to present player-interactable depth on said display, the method including the following steps: (a) acquiring (x w ,y w ,z w ,t w ) data representing player interaction with said game application; (b) mapping and transforming acquired said (x w ,y w ,z w ,t w ) data and virtual game-world (x v ,y v ,z v ,t v ) coordinates into a unified four dimensional scaled coordinate system (x u ,y u ,z u ,t u ); (c) using at least one of mapped and scaled said unified-world (x u ,y u ,z u ,t u ) coordinates to cause said game application to react to said (x w ,y w ,z w ) data acquired at step (a); and (d) causing said game application to render at least one image on said display responsive to step (c); wherein said display and game interaction is rendered from a perception viewpoint of said player; and wherein said game application is characterized by a representation selected from a group consisting of (i) a two-dimensional virtual representation, and (ii) a three-dimensional virtual representation.