Life 2.0. What will interactive electronic media mean for personal identity and society over the next hundred years? The latest electronic media are at once domestic, mobile and work-related, blurring the boundaries between these spaces, and video games are at their forefront, both in terms of the time users lavish on them and their ceaseless technological innovation. A generational rift has opened that is in many ways more profound than the equivalent shifts associated with radio or television: more alienating for those unfamiliar with new technologies, more immersive for those who are. How do lawmakers regulate something that is too fluid to be fully comprehended or controlled; how do teachers persuade students of the value of an education when what they learn at play often seems more relevant to their future than anything they hear in a classroom?
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