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Australian online and wireless games constitute a rapidly-growing, billion-dollar industry, and sites such as Facebook increasingly dominate our social networks. Have we taken the first step towards 'trusting the computer' too much? October 2009
The media has labelled them 'murder simulators', linked them to depression and held them accountable for childhood obesity. But there's another side to videogames that the mainstream media doesn't seem to want you to know about.
Australian online and wireless games constitute a rapidly-growing, billion-dollar industry, and sites such as Facebook increasingly dominate our social networks. Have we taken the first step towards 'trusting the computer' too much?
As we continue to become tools of our tools, we risk mistaking online social networking for social capital. Social networking is widespread because humans are social animals, and technology has changed the way we live, interact and seek to interact.
The online virtual world Second Life has been subject to bad press focussing on examples of narcissistic and unprincipled behaviour. But paralympian Niels Schuddeboom has found an opportunity to forget his disability and experience life as a walking avatar. From 2 May 2007.
The online virtual world Second Life has been subject to bad press focussing on examples of narcissistic and unprincipled behaviour. But paralympian Niels Schuddeboom has found an opportunity to forget his disability and experience life as a walking avatar.