Research Article
Entertainment Technology Transfer toward Serious Use
@INPROCEEDINGS{10.4108/icst.simutools.2012.247712, author={Marco Roccetti and Gustavo Marfia and Alessandro Amoroso and Claudio Palazzi and Dario Maggiorini}, title={Entertainment Technology Transfer toward Serious Use}, proceedings={DIstributed SImulation \& Online gaming}, publisher={ACM}, proceedings_a={DISIO WORKSHOP}, year={2012}, month={6}, keywords={serious games entertainment technology transfer}, doi={10.4108/icst.simutools.2012.247712} }
- Marco Roccetti
Gustavo Marfia
Alessandro Amoroso
Claudio Palazzi
Dario Maggiorini
Year: 2012
Entertainment Technology Transfer toward Serious Use
DISIO WORKSHOP
ACM
DOI: 10.4108/icst.simutools.2012.247712
Abstract
Since the advent of Web 2.0, online social environments have become common destinations for young people all around the world. In general, entertainment applications and platforms represent the most popular attractive of digital technology. Nonetheless, these virtual environments for users’ leisure are currently criticised for their frivolous and selfish aims. One may argue that it is quite disappointing to see huge investments and participation in entertainment technology instead of focusing on health or any other serious issue. Yet, we demonstrate in this paper that technology advancements for leisure applications can easily be transferred toward serious use. To this aim, we discuss three representative examples of entertainment technology transfer we successfully deployed, related to, respectively, sensors for games, social communities and car communication.