30,627 research outputs found

    Genres, user attitudes and prospects for learning through video on the WWW

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    Building upon the notion that TV and video programmes will soon be accessible via the World Wide Web, there is the question of if and how it can bring added value for education. How will these two genres (working on the Internet vs. relaxing on the sofa) go together? From a post-modern point of view, the mass media (such as TV) contribute to the supposed mechanism of 'social constructionism'. However, the programme makers have a major control over the underlying message that is articulated, whereas constructionism for learning is a more conscious process by which students 'build' new knowledge through experimentation and conceptualizatio

    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

    Interactive television or enhanced televisiion? : the Dutch users interest in applications of ITV via set-top boxes

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    This paper is both an analysis of the phenomenon of interactive television with background concepts of interactivity and television and a report of an empirical investigation among Dutch users of set-top-box ITV. In the analytic part a distinction is made between levels of interactivity in the applications of ITV. Activities labelled as selection, customisation, transaction and reaction reveal low levels of interactivity. They may be called ‘enhanced television’. They are extensions of existing television programmes that keep their linear character. Activities called production and conversation have the potential of higher interactivity. They may lead to ‘real’ interactive television as the user input makes a difference to programmes. It is suggested that so-called hybrid ITV– TV combined with telephone and email reply channels- and (broadband) Internet ITV offer better opportunities for high interactivity than set-top-box ITV. \ud The empirical investigation shows that the demand of subscribers to set-top-box ITV in the Netherlands matches supply. They favour the less interactive applications of selection and reaction. Other striking results are that young subscribers appreciate interactive applications more than the older ones and that those with a low level of education prefer these applications more than high educated subscribers. No significant gender differences were found

    A comparison of three interactive television AD formats

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    This study explores the effects of interacting with three current interactive television (iTV) ad formats, using an Australian audience panel. Interaction with iTV ads has positive effects on awareness and net positive thoughts, which increase purchase intentions compared with the influence of regular ads. The telescopic format represents the best format, likely because it makes the most of the entertaining possibilities of iTV by offering additional long-form video; its superior performance cannot be explained readily by self-selection effects. The results suggest that the effectiveness of iTV ads should be measured by their interaction rate rather than the much smaller response rate, and iTV advertisers should consider ways to maximize interaction and response rates

    Marketing implications of traditional and ICT-mediated leisure activities

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    This study investigates the role of traditional and information and communication technology (ICT)-mediated leisure activities in consumer behaviour. An online survey of 558 members and 1319 ex-members of an Australian DVD rental company gathered preferences for nine traditional leisure activities and seven ICT-mediated leisure activities. The results of a cluster analysis showed four clusters with significant cluster differences across leisure activities and across demographics and consumer behaviours. For practitioners, the study illustrates how profiling customers on their leisure preferences can increase advertising effectiveness, reflect loyalty and help predict customer lifetime value. For academia, the results reveal how another consumer dimension, leisure activities, relates to demographic and behavioural characteristics

    Convergence and Australian content: The importance of access

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    In the light of new and complex challenges to media policy and regulation, the Austrlaian government commissioned the Convergence Review in late 2010 to assess the continuing applicability and utility of the principles and objectives that have shaped the policy framework to this point. It proposed a range of options for policy change and identified three enduring priorities for continued media regulation: media ownership and control; content standards; and Australian content production and distribution. The purpose of this article is to highlight an area where we feel there are opportunities for further discussion and research: the question of how the accessibility and visibility of Australian and local content may be assured in the future media policy framework via a combination of regulation and incentives to encourage innovation in content distribution

    Designing and Delivering a Curriculum for Data Science Education across Europe

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    Data is currently being produced at an incredible rate globally, fuelled by the increasing ubiquity of the Web, and stoked by social media, sensors, and mobile devices. However, as the amount of available data continues to increase, so does the demand for professionals who have the necessary skills to manage and manipulate this data. This paper presents the European Data Science Academy (EDSA), an initiative for bridging the data science skills gap across Europe and training a new generation of world-leading data scientists. The EDSA project has established a rigorous process and a set of best practices for the production and delivery of curricula for data science. Additionally, the project’s efforts are dedicated to linking the demand for data science skills with the supply of learning resources that offer these skills
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