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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).
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.
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.
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.
Assignment 2
Assignment 2

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Assignment 2

  • 1.
  • 2.
  • 3.
  • 4.
  • 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.
  • 7.
  • 8.
  • 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.