5 research outputs found

    Beyond the Media Literacy. Complex Scenarios and New Literacies for the Future Education

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    The advent of new media and web technologies made both contents and “containers” more “liquid” and requires an in depth reflection on the multi-facets concept of literacy in which the author tries to develop from an education point of view that can be defined as “experiential”. According to such reflection, in the present scenarios, the “design” becomes central to education, underlining the need of educational activities, which should include among their objectives the dissemination of what one may call “design literacy”

    Emergence of gamified commerce: Turning Virtual to Real

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    An earlier version of this paper appears in Ciaramitaro, B. (2011). Virtual Worlds and e-Commerce. Hershey, NY: Business Science Reference, pp 61-89.This paper, published in large part in Ciaramitaro’s (2011) Virtual Worlds and E-Commerce, reflects how gaming and virtual worlds have impacted on ecommerce in recent years. A dynamic commercial environment with massive growth in user numbers and an overspill into real worlds through gamification, virtual worlds have contributed new language, new ways of engaging customers in branded virtual experiences and new business models. Co-creation and co-production remain central themes within this environment. Convergence between online and offline proceeds apace, facilitated by ever more accessible technological interfaces such as mobile and tablets but also now micro-projection technologies that enable new ways of sharing and engaging. The paper reviews the convergence context and concludes with a discussion of how relationships between customers and businesses have changed, economies have emerged and boundaries between virtual and real have become blurred to form gamified commercial experiences
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