About Serious Games

Serious games (SGs) or persuasive games are computer and video games used as persuasion technology or educational technology. They can be similar to educational games, but are often intended for an audience outside of primary or secondary education. Serious games can be of any genre and many of them can be considered a kind of edutainment.

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Wednesday 16 July 2008

Teens herald the death of e-mail ?

A pair of 2007 studies conducted by the Pew Internet & American Life Project showed that teens are steadily drifting away from the old-fashioned medium.

While 92 percent of surveyed adults said they regularly used e-mail, only 16 percent of teens made it a part of daily life while text messaging (36 percent), instant messaging (29 percent) and social network site messaging (23 percent) gained in popularity.

As teens and 20-somethings and, increasingly, other generations, bypass their in-box in favor of other formats, is e-mail endangered?

"I don't see it as being phased out -- it's still important," Deng says. "(But) texting is simpler, you can just say 'what's up?' An e-mail should be of a more decent length."

Wing also uses LiveJournal to bypass formalities through blog posts and a comments section.

"We used to just yell at each other -- 'Why haven't you returned my call?' -- now my friends have blogs (and) we use them to catch up."

Don't worry, the behavioral shift isn't entirely generational. As e-mail in-boxes overflow with spam, cute-kitten photos, viral video links and all those newsletters you forgot signing up for, we're seeking faster ways to digitally interact.

Take Jim Schraith. The 50-year-old investor still uses e-mail, sure, but regularly augments it with other platforms.

"I use Skype for business communication (because) it's fairly immediate," he says.

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