Title :
Interactive Digital Entertainment, Social Computing, and Lifestyle Computing
Author :
Lowry, Paul Benjamin ; McCoy, Scott
Author_Institution :
Brigham Young University
Abstract :
Some of the most dramatic recent developments in computing have been the explosive growth in interactive digital entertainment (IDE), and social and lifestyle computing--or the non-business use of computing for purposes of entertainment, socialization, and lifestyle augmentation. For example, the market for gaming alone is currently about $7.3 billion dollars, with $936 million in online gaming. Meanwhile, the market for digital entertainment in homes and home automation has reached an all-time high in 2005 with no end in sight. These non-business uses of computing represent large and legitimate markets with social implications that are so profound and global in impact that effected societies will never be the same.
Keywords :
Convergence; Educational institutions; Explosives; Home automation; Home computing; Online Communities/Technical Collaboration; Smart homes; Social network services; Virtual reality; Wearable computers;
Conference_Titel :
System Sciences, 2007. HICSS 2007. 40th Annual Hawaii International Conference on
Conference_Location :
Waikoloa, HI, USA
Electronic_ISBN :
1530-1605
DOI :
10.1109/HICSS.2007.284