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
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