99,256 research outputs found
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Virtual Reality: The Next American Meta-Medium
This research paper parallels Neil Postman's Amusing Ourselves to Death: Public Discourse in the Age of Showbusiness by exploring how virtual reality would affect America based on the current development for virtual reality
Lifeworld Inc. : and what to do about it
Can we detect changes in the way that the world turns up as they turn up? This paper makes such an attempt. The first part of the paper argues that a wide-ranging change is occurring in the ontological preconditions of Euro-American cultures, based in reworking what and how an event is produced. Driven by the security â entertainment complex, the aim is to mass produce phenomenological encounter: Lifeworld Inc as I call it. Swimming in a sea of data, such an aim requires the construction of just enough authenticity over and over again. In the second part of the paper, I go on to argue that this new world requires a different kind of social science, one that is experimental in its orientationâjust as Lifeworld Inc isâbut with a mission to provoke awareness in untoward ways in order to produce new means of association. Only thus, or so I argue, can social science add to the world we are now beginning to live in
A sweetspot for innovation:developing games with purpose through student-staff collaboration
Within industry as well as academia, developing games that have wider impact on society has been of particular interest in the last decade. The increasing use of terms such as âgames with purposeâ, âserious gamesâ and gamificationâ has been mirrored in a flurry of activity in games research. Broader applications of games beyond entertainment are now well-understood and accepted, with universities and companies excelling in creating games to serve particular needs. However, it is not explicitly clear how undergraduates of game design and development courses can be directly involved in serious game creation. With most undergraduates inspired by commercial games development, and the games industry requiring that universities teach specific technical skills in their courses, balancing the research aspirations of academics with the educational requirements of an appropriate undergraduate course can be a difficult balancing act. In this paper, the authors present three case studies of games with purpose developed through collaboration between undergraduate students and academic staff. In all cases, the educational value of the projects for the students is considered in relation to the research value for the academics, who face increasing demands to develop research outcomes despite a necessity to provide a first-rate learning experience and nurture future game developers
Learning computing heritage through gaming â whilst teaching digital development through history
This paper analyses the potential of computer games and interactive projects within the learning programmes for cultural heritage institutions through our experiences working in partnership between higher education and a museum. Gamification is cited as a key disruptive technology for the business and enterprise community, and developments in games technology are also driving the expansion of digital media into all different screen spaces, and various platforms. Our research aims to take these as beneficial indicators for pedagogic development, using gaming to support knowledge transfer related to a museum setting, and using the museum as a key scenario for our students to support the practice of game development. Thus gamification is applied as both a topic and a methodology for educational purposes
Let the Games Begin
Presents findings from surveys conducted in 2002 among students from 27 colleges and universities. Looks at college students' use of video, computer, and online games, and the impact of that use on their everyday life
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Public Television in Europe: The French and Greek Cases
The aim of this article is to examine the way technological developments and the internationalisation of the television industry affects public television (PTV) broadcasters in Europe. The work focuses on the policies pursued by PTV broadcasters in selected European countries in response to the challenges that confront them in the era of digital convergence. The changes in the European television landscape force public channels to rethink their position towards new digital technologies, organisational structures and programming policy and scheduling. To illustrate the difficulties but also the opportunities that arise during this period of change, the article analyses specific activities and strategies undertaken by public channels in the main areas examined (reorganisation, programming and technology) in one large (France) and one small European country (Greece)
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