Books > Computing & IT > Social & legal aspects of computing > Impact of computing & IT on society
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Entertaining the Whole World (Hardcover, 2014)
Loot Price: R1,857
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Entertaining the Whole World (Hardcover, 2014)
Series: Human-Computer Interaction Series
Expected to ship within 12 - 17 working days
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'Entertainment media' are entertainment products and services that
rely on digital technology and include traditional media (such as
movies, TV, computer animation etc) as well as emerging services
for wireless and broadband, electronic toys, video games,
edutainment, and location-based entertainment (from PC game rooms
to theme parks). Whilst most of the digital entertainment industry
is found in the developed countries such as USA, Europe, and Japan,
the decreasing costs of computer and programming technologies
enables developing countries to really benefit from entertainment
media in two ways: as creators and producers of games and
entertainment for the global market and as a way to increase
creativity and learning among the youth of the developing world.
Focusing specifically on initiatives that use entertainment
technologies to promote economic development, education, creativity
and cultural dissemination, this book explores how current
technology and the use of off-the-shelf technologies (such as cheap
sensors, Kinect, Arduino and others) can be exploited to achieve
more innovative and affordable ways to harness the entertainment
power of creating. It poses questions such as 'How can we convert
consumers of entertainment into creators of entertainment?' 'How
can digital entertainment make a contribution to the emerging
world?'. Academic researchers and students in human-computer
interaction, entertainment computing, learning technologies will
find the content thought-provoking, and companies and professionals
in game and entertainment technology, mobile applications, social
networking etc. will find this a valuable resource in developing
new products and new markets.
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