Professional Documents
Culture Documents
Chapter
Entertainment
and Education
Virtual Reality
Allows users to feel like they are in an environment without actually being there
12-2
Gaming
Vid
Video gaming
i and
d computer
t gaming
i
have parallel but separate histories
Computer gaming began as text-only
and email based
Now gaming includes
Massive Multiplayer Online Role-Playing
Games (MMORPG)
Genre of computer games that brings people from all over the world
into a dynamic environment where they can interact with each other
and experience a rich new virtual world
12-3
Gaming (contd
(cont d.))
History of Video Gaming
Gaming (contd
(cont d.))
History of Computer Gaming
Begins 1961
MUD (Mulit-user Dungeon)
Early computer game that derived its name from Dungeons and
Dragons
Gaming (contd
(cont d.))
Gaming Today
Convergence of video game and computer game
d
development
l
t
Massive Multiplayer Online Games (MMOG)
Computer games played on the Internet from game consoles and PCs
through game servers
12-6
Gaming (cont
(contd
d))
Types of Games
Sports
p
Simulation
Action/Adventure
Racing and Flying
Turn-Based Strategy
Real-Time Strategy
S
gy
First-Person Shooters
Role-Playing Games (RPG)
Massive Multi-Player Online Role-Playing Games (MMORPG)
Avatar
Massive Multi-Player
y Online Sports
p
Game ((MMOSG))
12-7
Gaming (cont
(contd
d))
2.
3.
4
4.
12-8
Gambling
Gambling online
worldwide
ld id affair
ff i
International Gambling
geography
g p y matter?
does g
In the U.S.? In your state?
Government Run
G bli sites
Gambling
i
Gambling over a
handheld device
Who is gambling?
12-9
Gambling (cont
(contd
d))
Casinos
Online Casino Reports
p
Beware of Pop-ups
Some online casinos allow discounts or
practice for free
Sports
p
Betting
g
Any sport
Skill more than luck
12-10
Casual Gambling
Gambling as an Addiction
Ap
progressive
g
addiction,, Beware...
12-11
Distance Education
Distance Education Defined
Occurs when a teacher and student(s) are separated by physical
distance and technology (e.g. voice, video, data, and print) often in
concert with face-to-face communication; is used to bridge the
instructional gap
12-12
Voice
2.
Video
3.
Data
4.
Phone audioconferencing,
Phone,
audioconferencing active
active voice
voice
12-13
12-15