PLAYING DIGITAL DIVIDE
Dec 18, 2014
PLAYING DIGITAL DIVIDE
DIGITAL DIVIDE
DIGITAL DIVIDE IS THE GAP BETWEEN
INDIVIDUALS AND COMMUNITIES THAT HAVE
ACCESS TO INFORMATION TECHNOLOGIES
AND THOSE THAT DON’T
6,930,055,154WORLD POPULATION
2,095,006,005DIGITALLY INCLUDED
30%
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
WHO IS THE 70%?
INFRASTRUCTURE
EDUCATION AND SKILLS
LANGUANGE CONSTRAINT
SOCIO-CULTURAL ISSUES
FINANCIAL RESOURCES
MEDIA LIMITATION
TECHNOLOGICALLYEXCLUDED
LESS INFORMEDLESS INSPIRED
LESS RESPONSIBLE
NEXT GEN?
DIGITAL DIVIDE = NEW ILLITERACY
HOW CAN WE BRIDGE THE DIGITAL ABBYS?
VIDEO GAMES
SW and or
HW
DECISION MAKING
FUN!
MORAL PANIC
EXCITE VIOLENT TENDENCIES
PACIFIES USERS
VIDEO GAMES =
NEW MEDIA LITERACY
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
http://www.mlive.com/news/flint/index.ssf/2008/06/wii_is_big_hit_with_flintarea.html
Kelton Research (2009)
55% PLAY VIDEOGAMES
30%WISH THEY PLAY
Competition
Adrenaline
Passion
DIGITAL OPPORTUNITIES
VIDEOGAME AS NEW MEDIAFUNENGAGINGHIGHER REVISIT RATEEPISODIC CONTENTBEHAVIORAL CONTROL
NUMBER OF NORTH AMERICAN GAMERS AND GROWTH PROJECTION (IN MILLIONS):
DIGITAL OPPORTUNITIESMORE WOMEN PLAY VIDEO GAMES
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
how the video game form can address ICT ‘skills and usage’ gapshttp://kairosnews.org/node/4335