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In this paper, we create a taxonomy of interactive digital entertainment (IDE), which can be used to guide future research in IDE and direct the design of interactive entertainment. We start by defining and explaining the differences between IDE and lifestyle computing. We then review the major taxonomies on gaming that can illuminate research and practice with IDE. Given this review, we propose an...
As globalization increases, firms that rely on intellectual assets have realized that their competitive advantage depends on the development and effective use of collaboration technologies. Today, teams within or across organizations often consist of individuals with diverse cultural backgrounds and skills, creating a pressing need to better understand how the interplay of culture and collaboration...
In this empirical study we examine the impact of national culture and social presence on interpersonal trust in both culturally homogeneous and heterogeneous groups. Results demonstrate that interpersonal trust is higher in homogeneous, low-individualism groups (represented by Chinese participants) than that in homogeneous, high-individualism groups (represented by U.S. participants); however, interpersonal...
Some of the most dramatic recent developments in computing have been the explosive growth in interactive digital entertainment (IDE), and social and lifestyle computing--or the non-business use of computing for purposes of entertainment, socialization, and lifestyle augmentation. For example, the market for gaming alone is currently about $7.3 billion dollars, with $936 million in online gaming. Meanwhile,...
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