DIstributed SImulation & Online gaming

Research Article

Entertainment Technology Transfer toward Serious Use

  • @INPROCEEDINGS{10.4108/icst.simutools.2012.247712,
        author={Marco Roccetti and Gustavo Marfia and Alessandro Amoroso and Claudio Palazzi and Dario Maggiorini},
        title={Entertainment Technology Transfer toward Serious Use},
        proceedings={DIstributed SImulation \& Online gaming},
        publisher={ACM},
        proceedings_a={DISIO WORKSHOP},
        year={2012},
        month={6},
        keywords={serious games entertainment technology transfer},
        doi={10.4108/icst.simutools.2012.247712}
    }
    
  • Marco Roccetti
    Gustavo Marfia
    Alessandro Amoroso
    Claudio Palazzi
    Dario Maggiorini
    Year: 2012
    Entertainment Technology Transfer toward Serious Use
    DISIO WORKSHOP
    ACM
    DOI: 10.4108/icst.simutools.2012.247712
Marco Roccetti1,*, Gustavo Marfia1, Alessandro Amoroso1, Claudio Palazzi2, Dario Maggiorini3
  • 1: University of Bologna
  • 2: University of Padua
  • 3: University of Milan
*Contact email: roccetti@cs.unibo.it

Abstract

Since the advent of Web 2.0, online social environments have become common destinations for young people all around the world. In general, entertainment applications and platforms represent the most popular attractive of digital technology. Nonetheless, these virtual environments for users’ leisure are currently criticised for their frivolous and selfish aims. One may argue that it is quite disappointing to see huge investments and participation in entertainment technology instead of focusing on health or any other serious issue. Yet, we demonstrate in this paper that technology advancements for leisure applications can easily be transferred toward serious use. To this aim, we discuss three representative examples of entertainment technology transfer we successfully deployed, related to, respectively, sensors for games, social communities and car communication.