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Literature Review: Digital Divide problem for Gaming
This “Ten Problems for Gaming in the 2020s” booklet identifies ten relevant areas from very recent contributions put forward at academic level in the form journal articles, conference proceedings and students’ theses. Ten freely accessible internet references have been selected for each area and direct links are provided at the end of each chapter for own consultation. Our selected references do not intend to mirror ranking indexes nor establish novel classifications. On the contrary, they are meant to represent peer-reviewed, diverse and scientifically-sound case studies for vertical dissemination aimed at non-specialist readers. They will also be able to scoop even more references through the bibliography that is reported at the end of each selected reference.
Without further ado, these are the ten problems that we are going to introduce in this booklet:
- mental health,
- social withdrawal,
- digital divide,
- mobile games,
Each problem has its own dedicated chapter made of an introductory section, a short presentation of the ten selected references and a conclusions section.
The final chapter of this booklet will report the conclusions from each chapter again in order to provide a complete executive summary.
7 Digital Divide
THE PROBLEM — Digital divide and hardware shortages have been exacerbated by the COVID-19 pandemic, laying bare not only the inequities in broadband Internet access but also how these inequities ultimately affect citizens’ ability to learn, work, and play. The focus of future research on the regions should therefore be concerned. Another problem is the male-dominated digital industry, still putting forward games and applications full of stereotypes or misrepresentations.
CASE STUDIES — … buy this booklet from Amazon …
CONCLUSIONS — Too often available data about digital divide is not responsive to the precise questions being asked by policymakers, yet is used anyway to advocate. Differences in haptic parallelity matching between males and females seem to be related to gender, rather than action video gaming experience. Digital inequalities persist and affect rural communities as well. Each region has its trait to construct its gaming industry and gaming environment from which the gaming experience is also reflected differently. Serious games and virtual reality can treat mental health problems, but digital divide is keeping a number of patients away. Due to the white male hegemonic video game culture, minorities cannot find enough representations in video games. A great GPU shortage has prompted Nvidia to restrict the cryptocurrency-mining capability on three additional graphics card models. Future development of HMD-VR health games may benefit from greater involvement of end-users in participatory approaches. Gamification, mobile gaming and the variety of games and consoles available can achieve nuanced social outcomes. Virtual sports training is associated with the least effective in terms of virtual training methods.
TEN FREE REFERENCES FROM THE INTERNET — … buy this booklet from Amazon …