The new technologies associated with computer games have more than an entertainment component; they also bring tremendous changes in human life at both the individual and societal level. Since Asia is the largest market for game consumption around the globe, this project seeks to understand the social, cultural, psychological, economic and educational implications of game playing in different Asian regions. Besides investigating the social impacts of gaming in respective countries, comparison among different countries is also of interest.
History
Publication title
Proceedings of CHI 2006
Editors
ACM
Pagination
291-294
ISBN
1-59593-298-4
Department/School
School of Information and Communication Technology
Publisher
ACM
Place of publication
USA
Event title
CHI 2006
Event Venue
Montreal, Canada
Date of Event (Start Date)
2006-04-22
Date of Event (End Date)
2006-04-27
Rights statement
Copyright 2006 The Author/Owner(s)
Repository Status
Restricted
Socio-economic Objectives
Information systems, technologies and services not elsewhere classified