Nicht aus der Schweiz? Besuchen Sie lehmanns.de
Entertaining the Whole World -

Entertaining the Whole World (eBook)

eBook Download: PDF
2014 | 2014
VIII, 156 Seiten
Springer London (Verlag)
978-1-4471-6446-3 (ISBN)
Systemvoraussetzungen
53,49 inkl. MwSt
(CHF 52,25)
Der eBook-Verkauf erfolgt durch die Lehmanns Media GmbH (Berlin) zum Preis in Euro inkl. MwSt.
  • Download sofort lieferbar
  • Zahlungsarten anzeigen

'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).

Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.

Focusing specifically on initiatives that  use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as 'How can we convert consumers of entertainment into creators of entertainment?' 'How can digital entertainment make a contribution to the emerging world?'.

Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.


'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as 'How can we convert consumers of entertainment into creators of entertainment?' 'How can digital entertainment make a contribution to the emerging world?'.Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.

Entertaining the Whole World.- The Kathmandu Kids Entertainment Workshop.- Digital Pop Kids.- Fostering Learning and Behaviour Change Through Computer Entertainment. Design of an Interactive Playground Based on Traditional Children’s Play.- Embedded Smart house Bathroom Entertainment: Systems for Improving Quality of Life.- Social Presence and Artificial Opponents.- Observations on Tinkering in Scientific Education.- Appendix: Enhancing Learning Experience Through Robotics in Nepal.

Erscheint lt. Verlag 12.9.2014
Reihe/Serie Human–Computer Interaction Series
Human–Computer Interaction Series
Zusatzinfo VIII, 156 p. 85 illus., 78 illus. in color.
Verlagsort London
Sprache englisch
Themenwelt Geisteswissenschaften
Mathematik / Informatik Informatik Betriebssysteme / Server
Informatik Software Entwicklung Spieleprogrammierung
Informatik Software Entwicklung User Interfaces (HCI)
Sozialwissenschaften Pädagogik
Schlagworte Computer Entertainment • digital entertainment • Edutainment • Games
ISBN-10 1-4471-6446-6 / 1447164466
ISBN-13 978-1-4471-6446-3 / 9781447164463
Haben Sie eine Frage zum Produkt?
PDFPDF (Wasserzeichen)
Größe: 5,6 MB

DRM: Digitales Wasserzeichen
Dieses eBook enthält ein digitales Wasser­zeichen und ist damit für Sie persona­lisiert. Bei einer missbräuch­lichen Weiter­gabe des eBooks an Dritte ist eine Rück­ver­folgung an die Quelle möglich.

Dateiformat: PDF (Portable Document Format)
Mit einem festen Seiten­layout eignet sich die PDF besonders für Fach­bücher mit Spalten, Tabellen und Abbild­ungen. Eine PDF kann auf fast allen Geräten ange­zeigt werden, ist aber für kleine Displays (Smart­phone, eReader) nur einge­schränkt geeignet.

Systemvoraussetzungen:
PC/Mac: Mit einem PC oder Mac können Sie dieses eBook lesen. Sie benötigen dafür einen PDF-Viewer - z.B. den Adobe Reader oder Adobe Digital Editions.
eReader: Dieses eBook kann mit (fast) allen eBook-Readern gelesen werden. Mit dem amazon-Kindle ist es aber nicht kompatibel.
Smartphone/Tablet: Egal ob Apple oder Android, dieses eBook können Sie lesen. Sie benötigen dafür einen PDF-Viewer - z.B. die kostenlose Adobe Digital Editions-App.

Buying eBooks from abroad
For tax law reasons we can sell eBooks just within Germany and Switzerland. Regrettably we cannot fulfill eBook-orders from other countries.

Mehr entdecken
aus dem Bereich