• DocumentCode
    3326501
  • Title

    Interactive Digital Entertainment, Social Computing, and Lifestyle Computing

  • Author

    Lowry, Paul Benjamin ; McCoy, Scott

  • Author_Institution
    Brigham Young University
  • fYear
    2007
  • fDate
    Jan. 2007
  • Firstpage
    159
  • Lastpage
    159
  • 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;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    System Sciences, 2007. HICSS 2007. 40th Annual Hawaii International Conference on
  • Conference_Location
    Waikoloa, HI, USA
  • ISSN
    1530-1605
  • Electronic_ISBN
    1530-1605
  • Type

    conf

  • DOI
    10.1109/HICSS.2007.284
  • Filename
    4076699