Women Wired Weekend

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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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  • Hi marlin,

    thanks - very nice presentation with wealth of stats. true that game is fun, episodic, and engaging.
    however, my million $ question - which is ur main theme of presentation - how come game could close the gap? how come those people (slide 5) who don't have IT access (ur def on digital divide) could 'access' the game? how could the play social media game or Wii if they dont have electricity, phone line, internet line, and even a tv?.

    I think the problem is your slide 5 :). It makes me believe that those are who 'suffered' digital divide - then, you introduce the idea of game to close the gap by using how 'fun' is the game but by portraying different kind of people (slide 15 - 19).
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  • Infrastucture: infrastructure is significantly weaker in rural areas and poor urban areas, where the majority of women tend to liveEducation and Skills: Women in poor countries are less likely to have the education and technological skills to use ICTs effectively. Two thirds of the world’s 900 million illiterates are women.Languange Constraint: Women are less likely than men to know the international languages that are used on the InternetSocio-cultural issues: uncomfortable or inappropriate internet center to be visited by womenFinancial resources: like TV and radio, in a household ussually women have less access to tech thingsMedia Limitation: The available Internet content often does not meet the information needs of women, especially in developing countries
  • Less informed:Without access to information and knowledge, women, who are the majority of our population are at risk of permanent economic backwardness, which in turn makes our countries poor
  • http://www.ps3vault.com/new-study-finds-violent-video-games-are-actually-good-for-kids-13957
  • User agency = all games are simulation, but not all simulations are games. In games people receive impact as the result of their choiceEpistemic viewpoint = a game has an epistemic frame thus a person learns within a site-specific context, its not representative of the real world but it can be a practice media for decision making and reaction practice Self expression: player act as someone else, as the ball in pinball and as the mouth in packman, this provide practice of embodiment. Filling somebody else’s shoesSocial networking = gamers talk and discuss as more and more games go online
  • Playing games just like working out, increase adrenaline, and it increase passion to one another. Nobody play to loose 56% men play to win, and 80% women choose to win than to worry their date might took off
  • Women Wired Weekend

    1. 1. PLAYING DIGITAL DIVIDE
    2. 2. DIGITAL DIVIDE DIGITAL DIVIDE IS THE GAP BETWEENINDIVIDUALS AND COMMUNITIES THAT HAVE ACCESS TO INFORMATION TECHNOLOGIES AND THOSE THAT DON’T
    3. 3. 6,930,055,154 WORLD POPULATION2,095,006,005 DIGITALLY INCLUDED 30%
    4. 4. DIGITAL ABYSS 4,835,049,150 DOES NOT HAVE ACCESS TO A COMPUTER OR INTERNET6,930,055,154 WORLD POPULATION2,095,006,005 DIGITALLY INCLUDED 30% 70%
    5. 5. WHO IS THE 70%? INFRASTRUCTURE EDUCATION AND SKILLSLANGUANGE CONSTRAINTSOCIO-CULTURAL ISSUES FINANCIAL RESOURCES MEDIA LIMITATION
    6. 6. TECHNOLOGICALLY EXCLUDED LESS INFORMED LESS INSPIRED LESS RESPONSIBLE
    7. 7. NEXT GEN?
    8. 8. DIGITAL DIVIDE = NEW ILLITERACY
    9. 9. HOW CAN WE BRIDGE THE DIGITAL ABBYS?
    10. 10. VIDEO GAMESSWand orHW DECISION MAKING FUN!
    11. 11. MORAL PANIC
    12. 12. EXCITE VIOLENT TENDENCIES PACIFIES USERS
    13. 13. VIDEO GAMES =NEW MEDIA LITERACY
    14. 14. HOW? promote user agency provide a variety of epistemic viewpoints allow for self-expression offer opportunities for social networkingfacilitate the adoption of a critical literacy
    15. 15. http://www.mlive.com/news/flint/index.ssf/2008/06/wii_is_big_hit_with_flintarea.html
    16. 16. Kelton Research (2009) 55% PLAY VIDEOGAMES 30% WISH THEY PLAY Competition Adrenaline Passion
    17. 17. DIGITAL OPPORTUNITIESVIDEOGAME AS NEW MEDIAFUNENGAGINGHIGHER REVISIT RATEEPISODIC CONTENTBEHAVIORAL CONTROL
    18. 18. NUMBER OF NORTH AMERICAN GAMERS AND GROWTH PROJECTION (IN MILLIONS):
    19. 19. DIGITAL OPPORTUNITIESMORE WOMEN PLAY VIDEO GAMES
    20. 20. WOMEN AS VIDEOGAME MARKETWOMEN CONTROL 80% OF EVERY DOLLAR SPENT. WOMENWILL WILLINGLY SPEND $100 ON SHOES IF THEY FEEL LIKE ITSWORTH THE MONEYIF THERES A GAME THAT WOMEN LIKE, THEY ARE VERY LOYALTO THE BRAND AND WILL GIVE REFERRALS TO EVERYBODYTHE SHELF LIFE FOR GAMES THAT FEMALES PLAY IS MUCHLONGER. NANCY DREW TITLES FROM SIX YEARS AGO ARE STILL"Profiling the Female Gamer: A Look at How She Buys and Plays." GDC 2003IN STORES.Source: http://www.gamedev.net/reference/articles/article1889.asp
    21. 21. how the video game form can address ICT ‘skills and usage’ gapshttp://kairosnews.org/node/4335

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