From Barbie to Mortal Kombat: gender and computer games
From Barbie to Mortal Kombat: gender and computer games
Power of Identity: The Information Age: Economy, Society, and Culture
Power of Identity: The Information Age: Economy, Society, and Culture
Exploring Technology and Social Space
Exploring Technology and Social Space
Rise of the Network Society: The Information Age: Economy, Society and Culture
Rise of the Network Society: The Information Age: Economy, Society and Culture
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
From Rural Village to Global Village: Telecommunications for Development in the Information Age (Lea Telecommunications) (LEA Telecommunications Series)
Communication as information-seeking: the case for mobile social software for developing regions
Proceedings of the 16th international conference on World Wide Web
Computer viruses in urban Indian telecenters: characterizing an unsolved problem
NSDR '11 Proceedings of the 5th ACM workshop on Networked systems for developing regions
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Senses working overtime: on sensuous experiences and public computer game play
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
A new look at World of Warcraft's social landscape
Proceedings of the 6th International Conference on Foundations of Digital Games
The mobile media actor-network in urban India
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The power of play: design lessons for increasing the lifespan of outdated computers
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Play and power: a ludic design proposal for ICTD
Proceedings of the Sixth International Conference on Information and Communication Technologies and Development: Full Papers - Volume 1
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This paper argues that it is important to study noninstrumental uses of ICT, including computer games. Specifically, the article presents the results of qualitative and quantitative work spanning eight years of investigation in Central Asia focused on computer gaming in public Internet cafes as well as private spaces. The results presented demonstrate that people do indeed play games in resource constrained environments. The paper demonstrates that games constitute a significant portion of the ICT ecology in developing regions and provide a pathway to people's "first touch" of a computer, that garners have more frequent interaction with technology than basic Internet users, that games bring more diverse users to computers by providing a pathway to ICT use for people with lower levels of education, and that games can motivate innovation in the technology space. Additionally, our findings indicate that both genders engage in game playing. The article makes the case that games can be a source of informal learning about ICT, and as such, games and gaming culture in the developing world merit further study.