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Entertaining the Whole World

  • Adrian David Cheok
  • Anton Nijholt
  • Teresa Romão

Part of the Human–Computer Interaction Series book series (HCIS)

Table of contents

  1. Front Matter
    Pages i-viii
  2. Adrian David Cheok, Teresa Romão, Anton Nijholt, Gino Yu
    Pages 1-3
  3. Yoram I. Chisik, Alissa N. Antle, Brian Birtles, Elena Márquez Segura, Cristina Sylla
    Pages 5-21
  4. Ichiya Nakamura
    Pages 23-40
  5. Daniel Tetteroo, Dennis Reidsma, Betsy van Dijk, Anton Nijholt
    Pages 63-84
  6. André Pereira, Rui Prada, Ana Paiva
    Pages 115-135
  7. Maarten H. Lamers, Peter van der Putten, Fons J. Verbeek
    Pages 137-145
  8. Back Matter
    Pages 147-156

About this book

Introduction

‘Entertainment media’ are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).

Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.

Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as ‘How can we convert consumers of entertainment into creators of entertainment?’ ‘How can digital entertainment make a contribution to the emerging world?’.

Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc will find this a valuable resource in developing new products and new markets.

Keywords

Computer Entertainment Digital Entertainment Edutainment Games

Editors and affiliations

  • Adrian David Cheok
    • 1
  • Anton Nijholt
    • 2
  • Teresa Romão
    • 3
  1. 1.Mixed Reality LabCity University LondonLondonUnited Kingdom
  2. 2.University of Twente Human Media Interaction GroupEnschedeThe Netherlands
  3. 3.Universidade Nova de Lisboa Faculdade de Ciências e TecnologiaCaparicaPortugal

Bibliographic information

  • DOI https://doi.org/10.1007/978-1-4471-6446-3
  • Copyright Information Springer-Verlag London 2014
  • Publisher Name Springer, London
  • eBook Packages Computer Science
  • Print ISBN 978-1-4471-6445-6
  • Online ISBN 978-1-4471-6446-3
  • Series Print ISSN 1571-5035
  • Buy this book on publisher's site
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