150,962 research outputs found

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Harnessing Technology: analysis of emerging trends affecting the use of technology in education (September 2008)

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    Research to support the delivery and development of Harnessing Technology: Next Generation Learning 2008–1

    Viewing the Future? Virtual Reality In Journalism

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    Journalism underwent a flurry of virtual reality content creation, production and distribution starting in the final months of 2015. The New York Times distributed more than 1 million cardboard virtual reality viewers and released an app showing a spherical video short about displaced refugees. The Los Angeles Times landed people next to a crater on Mars. USA TODAY took visitors on a ride-along in the "Back to the Future" car on the Universal Studios lot and on a spin through Old Havana in a bright pink '57 Ford. ABC News went to North Korea for a spherical view of a military parade and to Syria to see artifacts threatened by war. The Emblematic Group, a company that creates virtual reality content, followed a woman navigating a gauntlet of anti- abortion demonstrators at a family planning clinic and allowed people to witness a murder-suicide stemming from domestic violence.In short, the period from October 2015 through February 2016 was one of significant experimentation with virtual reality (VR) storytelling. These efforts are part of an initial foray into determining whether VR is a feasible way to present news. The year 2016 is shaping up as a period of further testing and careful monitoring of potential growth in the use of virtual reality among consumers

    Siren songs or path to salvation? Interpreting the visions of web technology at a UK regional newspaper in crisis, 2006-11

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    A 5-year case study of an established regional newspaper in Britain investigates journalists about their perceptions of convergence in digital technologies. This research is the first ethnographic longitudinal case study of a UK regional newspaper. Although conforming to some trends observed in the wider field of scholarship, the analysis adds to skepticism about any linear or directional views of innovation and adoption: the Northern Echo newspaper journalists were observed to have revised their opinions of optimum Web practices, and sometimes radically reversed policies. Technology is seen in the period as a fluid, amorphous entity. Central corporate authority appeared to diminish in the period as part of a wider reduction in formalism. Questioning functionalist notions of the market, the study suggests cause and effect models of change are often subverted by contradictory perceptions of particular actions. Meanwhile, during technological evolution, the ‘professional imagination’ can be understood as strongly reflecting the parent print culture and its routines, despite pioneering a new convergence partnership with an independent television company

    (De)convergence in TV: a comparative analysis of the development of Smart TV

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    Against the backdrop of media convergence, Smart TVs are developing rapidly in large parts of the world. Smart TV refers to the integration of broadband Internet and social media features into TV sets. From a media business perspective, the proliferation of Smart TV services may put pressure on the market structure of the TV landscape, and urge for new business models in order to capture the dynamics of media convergence. By means of a comparative analysis in four European markets (Belgium, Germany, the Netherlands and the United Kingdom), the development of Smart TV is sketched in terms of viewing patterns, business models and standardization. The conclusion is that national TV markets are evolving quite differently, so that service providers must adapt their marketing strategies to reflect local market conditions. Hence, the success of Smart TV ultimately depends on the local package of value-added services and the amount of strategic partnerships with content owners, TV broadcasters and pay-TV operators

    Mobile Value Added Services: A Business Growth Opportunity for Women Entrepreneurs

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    Examines the potential for mobile value-added services adoption by women entrepreneurs in Egypt, Nigeria, and Indonesia in expanding their micro businesses; challenges, such as access to digital channels; and the need for services tailored to women

    Overcoming Poverty through Digital Inclusion

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    A growing body of research is showing how digital inclusion can help communities overcome poverty and injustice. The main challenge lies in how best to achieve this goal. The authors argue that digital inclusion must occur in two distinct stages. The first stage is digital literacy, accomplished with the Symbiotic Computer (SC)-smartphones and tablets. The second stage will be professional capacity-building, accomplished with the more traditional Personal Computer (PC)

    Bridging the Innovation Divide: An Agenda for Disseminating Technology Innovations within the Nonprofit Sector

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    Examines technology practices -- such as neighborhood information systems, electronic advocacy, Internet-based micro enterprise support, and digital inclusion initiatives -- that strengthen the capacity of nonprofits and community organizations

    TechNews digests: Autumn 2004

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    TechNews is a technology, news and analysis service aimed at anyone in the education sector keen to stay informed about technology developments, trends and issues. TechNews focuses on emerging technologies and other technology news. TechNews service : digests september 2004 till May 2010 Analysis pieces and News combined publish every 2 to 3 month
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