5. E-Literacy has impacted the world of gaming immensely over the
past few years, brining the world to a whole new social level.
The internet as pushed game developers to create bigger and
better experiences by evolving game play to a mass global
phenomenon of online interaction.
Because of mass social media and advertising, 44% of the
worlds population are online gamers and a forecast predicts
The global market will grow from $67 billion in 2012 to
$82 billion in 2017 from software and hardware
(both physical and online sales).
6. Whilst the world of ICT and E-Literacy has progressed the way
we play and interact with games both online and offline, it has
also created social consequences for many people.
Computer and video games, especially the massive multi-online
role-playing games (or MMORPGs) such as "World of Warcraft,"
allow players to behave very differently from their normal
persona. A shy child can suddenly became gregarious; a
passive child can become aggressive.
Young people, who often feel powerless in their daily lives,
suddenly have the ability to command armies, drive (and crash)
cars, and wreak havoc on a virtual world with no real-life consequences.
This is seductive!
And when that boy or girl is already finding it a challenge in the "real world“
to make friends, computer and video games offer a way to interact with
others in their "virtual world," without the distress of face-to-face interactions.
9. The world of E-Literacy has greatly influenced
the way we read and how we get the texts to
read.
E-Books have become a big part of
technology throughout the world. The
average reader of e-books has read more
books in the past 12 months that those who
read only in print.
A report confirms four times the number of
people reading e-books on a typical day now,
compared with only two years ago and the
number of people that own e-reader devices
or tablets nearly doubled between mid-
December 2011 and January 2012.
It is much easier to buy and download a book
of any variety than it is to go out and buy a
proper print.
Unfortunately, libraries have to try and keep
up with the digital technology by going digital
themselves.
10. As a result of showing this
information to my friends father,
he has become intrigued by the E-reader,
but is still not convinced. I
believe it will take time for him to
adjust to new ways of being able to
read at a digital level.
My friend is going to buy him an E-reader
for Christmas along with a
laptop top to try and show him the
great and convenient ways the
digital world makes his hobby
easier.