• DocumentCode
    2872436
  • Title

    Minitrack Introduction

  • fYear
    2008
  • fDate
    7-10 Jan. 2008
  • Firstpage
    288
  • Lastpage
    288
  • Abstract
    Some of the most dramatic recent developments in computing have been the explosive growth in interactive digital entertainment (IDE), and social and lifestyle computing--or the non-business use of computing for purposes of entertainment, socialization, and lifestyle augmentation. For example, the market for gaming alone is currently about $7.3 billion dollars, with $936 million in online gaming. Meanwhile, the market for digital entertainment in homes and home automation has reached an all-time high in 2005 with no end in sight. These non-business uses of computing represent large and legitimate markets with social implications that are so profound and global in impact that effected societies will never be the same.
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Hawaii International Conference on System Sciences, Proceedings of the 41st Annual
  • Conference_Location
    Waikoloa, HI, USA
  • ISSN
    1530-1605
  • Type

    conf

  • DOI
    10.1109/HICSS.2008.276
  • Filename
    4438993