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PLAYING DIGITAL DIVIDE
30

Women Wired Weekend

Dec 18, 2014

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Technology

Marlin Sugama

i developed this presentation for Women Wired Weekend event, basic idea was to open the techno savvy audience's mind to digital divide, and to propose videogames as a media as one of fun
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Page 1: Women Wired Weekend

PLAYING DIGITAL DIVIDE

Page 2: Women Wired Weekend

DIGITAL DIVIDE

DIGITAL DIVIDE IS THE GAP BETWEEN

INDIVIDUALS AND COMMUNITIES THAT HAVE

ACCESS TO INFORMATION TECHNOLOGIES

AND THOSE THAT DON’T

Page 3: Women Wired Weekend

6,930,055,154WORLD POPULATION

2,095,006,005DIGITALLY INCLUDED

30%

Page 4: Women Wired Weekend

4,835,049,150DOES NOT HAVE ACCESS

TO A COMPUTER OR INTERNET

70%

6,930,055,154WORLD POPULATION

2,095,006,005DIGITALLY INCLUDED

30%

DIGITAL ABYSS

Page 5: Women Wired Weekend

WHO IS THE 70%?

INFRASTRUCTURE

EDUCATION AND SKILLS

LANGUANGE CONSTRAINT

SOCIO-CULTURAL ISSUES

FINANCIAL RESOURCES

MEDIA LIMITATION

Page 6: Women Wired Weekend

TECHNOLOGICALLYEXCLUDED

LESS INFORMEDLESS INSPIRED

LESS RESPONSIBLE

Page 7: Women Wired Weekend

NEXT GEN?

Page 8: Women Wired Weekend

DIGITAL DIVIDE = NEW ILLITERACY

Page 9: Women Wired Weekend

HOW CAN WE BRIDGE THE DIGITAL ABBYS?

Page 10: Women Wired Weekend

VIDEO GAMES

SW and or

HW

DECISION MAKING

FUN!

Page 11: Women Wired Weekend

MORAL PANIC

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EXCITE VIOLENT TENDENCIES

PACIFIES USERS

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VIDEO GAMES =

NEW MEDIA LITERACY

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HOW?promote user agency

provide a variety of epistemic viewpointsallow for self-expression

offer opportunities for social networking

facilitate the adoption of a critical literacy

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http://www.mlive.com/news/flint/index.ssf/2008/06/wii_is_big_hit_with_flintarea.html

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Kelton Research (2009)

55% PLAY VIDEOGAMES

30%WISH THEY PLAY

Competition

Adrenaline

Passion

Page 20: Women Wired Weekend

DIGITAL OPPORTUNITIES

VIDEOGAME AS NEW MEDIAFUNENGAGINGHIGHER REVISIT RATEEPISODIC CONTENTBEHAVIORAL CONTROL

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NUMBER OF NORTH AMERICAN GAMERS AND GROWTH PROJECTION (IN MILLIONS):

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DIGITAL OPPORTUNITIESMORE WOMEN PLAY VIDEO GAMES

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WOMEN AS VIDEOGAME MARKETWOMEN CONTROL 80% OF EVERY DOLLAR SPENT. WOMEN WILL WILLINGLY SPEND $100 ON SHOES IF THEY FEEL LIKE IT'S WORTH THE MONEY

IF THERE'S A GAME THAT WOMEN LIKE, THEY ARE VERY LOYAL TO THE BRAND AND WILL GIVE REFERRALS TO EVERYBODY

THE SHELF LIFE FOR GAMES THAT FEMALES PLAY IS MUCH LONGER. NANCY DREW TITLES FROM SIX YEARS AGO ARE STILL IN STORES. "Profiling the Female Gamer: A Look at How She Buys and Plays." GDC 2003

Source: http://www.gamedev.net/reference/articles/article1889.asp

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how the video game form can address ICT ‘skills and usage’ gapshttp://kairosnews.org/node/4335