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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
6,930,055,154
 WORLD POPULATION




2,095,006,005
 DIGITALLY INCLUDED


    30%
DIGITAL ABYSS


                                      4,835,049,150
                                      DOES NOT HAVE ACCESS
                                         TO A COMPUTER
                                          OR INTERNET
6,930,055,154
 WORLD POPULATION




2,095,006,005
 DIGITALLY INCLUDED


    30%                                   70%
WHO IS THE 70%?


   INFRASTRUCTURE
 EDUCATION AND SKILLS
LANGUANGE CONSTRAINT
SOCIO-CULTURAL ISSUES
 FINANCIAL RESOURCES
  MEDIA LIMITATION
TECHNOLOGICALLY
   EXCLUDED
     LESS INFORMED
      LESS 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 viewpoints
           allow 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 MEDIA
FUN
ENGAGING
HIGHER REVISIT RATE
EPISODIC CONTENT
BEHAVIORAL CONTROL
NUMBER OF NORTH AMERICAN GAMERS AND GROWTH PROJECTION (IN MILLIONS):
DIGITAL OPPORTUNITIES
MORE WOMEN PLAY VIDEO GAMES
WOMEN AS VIDEOGAME MARKET
WOMEN 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
"Profiling the Female Gamer: A Look at How She Buys and Plays." GDC 2003
IN STORES.
Source: http://www.gamedev.net/reference/articles/article1889.asp
how the video game form can address ICT ‘skills and usage’ gaps
http://kairosnews.org/node/4335

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Women Wired Weekend

Editor's Notes

  1. 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
  2. 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
  3. http://www.ps3vault.com/new-study-finds-violent-video-games-are-actually-good-for-kids-13957
  4. 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
  5. 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