CtoC Jim Blascovich & Jeremy Bailenson Pt.3 2nd hr.Ian Punnett 4162011.mov
2012whatdoesitmean.blogspot.com People interact via digital stimuli more and more. According to a recent study by the Kaiser Family Foundation, kids spend eight hours per day on average outside of the classroom using digital media. This translates to billions of hours per week. People interact with virtual representations in just about every facet of life—busi- ness transactions, learning, dating, entertainment, even sexual rela- tionships. Online dating, which used to be somewhat stigmatizing, is now normative. Young adults consider their Facebook friends just as important as the people who live close enough to meet physically. In the world of online games and virtual worlds, millions of players spend over twenty hours each week "wearing" avatars, digital repre- sentations of themselves. Strikingly, the average age of these players is not fifteen but twenty-six. Household "console" video arenas, es- pecially games, in which people control and occupy avatars, consume more hours per day for kids than movies and print media combined. To borrow a term from the new vernacular, virtual experiences are spreading virally. www.infinitereality.org
http://www.youtube.com/watch?v=qygtbHUfj34&hl=en
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