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  • © 2014

Entertaining the Whole World

  • Shows how developing and transitioning leading-edge new media and human interface technology can help developing countries to be creative content creators and part of a high impact global market
  • Explores how art and culture in the developing world can lead to unique computer entertainment and applications
  • Shows how easily available, inexpensive off-the-shelf technologies can be utilized in the design and creation of new entertainment technologies by researchers and practitioners

Part of the book series: Human–Computer Interaction Series (HCIS)

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Table of contents (8 chapters)

  1. Front Matter

    Pages i-viii
  2. Entertaining the Whole World

    • Adrian David Cheok, Teresa Romão, Anton Nijholt, Gino Yu
    Pages 1-3
  3. The Kathmandu Kids Entertainment Workshops

    • Yoram I. Chisik, Alissa N. Antle, Brian Birtles, Elena Márquez Segura, Cristina Sylla
    Pages 5-21
  4. Digital Pop Kids

    • Ichiya Nakamura
    Pages 23-40
  5. Yellow is Mine!: Designing Interactive Playgrounds Based on Traditional Childrens Play

    • Daniel Tetteroo, Dennis Reidsma, Betsy van Dijk, Anton Nijholt
    Pages 63-84
  6. Social Presence and Artificial Opponents

    • André Pereira, Rui Prada, Ana Paiva
    Pages 115-135
  7. Observations on Tinkering in Scientific Education

    • Maarten H. Lamers, Peter van der Putten, Fons J. Verbeek
    Pages 137-145
  8. Back Matter

    Pages 147-156

About this book

‘Entertainment media’ are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).

Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.

Focusing specifically on initiatives that  use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as ‘How can we convert consumers of entertainment into creators of entertainment?’ ‘How can digital entertainment make a contribution to the emerging world?’.

Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.

Editors and Affiliations

  • Mixed Reality Lab, City University London, London, United Kingdom

    Adrian David Cheok

  • University of Twente Human Media Interaction Group, Enschede, The Netherlands

    Anton Nijholt

  • Universidade Nova de Lisboa Faculdade de Ciências e Tecnologia, Caparica, Portugal

    Teresa Romão

Bibliographic Information

Buy it now

Buying options

eBook USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book USD 54.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access