Aspects of networking in Multiplayer Computer Games by Jouni Smed, Timo Kaukoranta and Harri Hakonen
- growth of gaming industry and expectations has escalated the multimedia adapting technologies for training, education and even medical image research
- 'The transportation axis indicates the level to which the participants leave behind their local space and the articality axis the level to which a space is computer generated' (Hakonen, Kaukaranta, Smed, 2002 : 87)
Applications of Computer Games in the Field of Education by R. Fayakanthan
- 'Computer games are gaining unprecedented access to thhe homes, minds and souls of people today.' (Fayakanthan, 2002 : 98)
- computer industry growing bigger and convincing people of all ages as a tool of knowledge and education
- films are even basing plots on popular videogames
- Slowly became part of everyday Youth Culture
- Online gaming is an entire subculture for a meeting place
- 'computer games raise the yard stick of immersion and interaction even higher as they "suck in" the player. As Friedman (1994) says in his essay on Making sense of Software: Computer Games and interactive Textuality.' (Fayakanthan, 2002 :99)
- specialised coporate learning games for business field developed real life situations, planing situations
- strategy games such as Sim City mutated into hundreds of different variants
- today, technology has become cutting egde and turnover for computer has surpassed Hollywood
- can enter new dimensions and frontiers and explore the areas where it can raise itself beyond the plateau as an entertainment industry now
No comments:
Post a Comment