In the first part of this blog we looked at some of the challenges and barriers facing people with disabilities when it comes to the Internet and other new media. In this final part we turn to possible strategies for making the virtual world fully accessible to all.
With Christmas approaching, video games are the one media industry that seems recession-proof, with games topping many wish lists. Parents, though, can find it difficult to tell just what they’re buying for their children. They may know about Grand Theft Auto, for instance, but may wonder what kind of sins are in Sins of a Solar Empire. Of course, nobody wants to disappoint their children: if parents decide not to buy Gears of War, will little Johnny be happy with Rock Band instead? Fortunately, there are both tools and techniques at hand to help parents identify games they might find inappropriate and also to pick appropriate games their children will like.
The recently released Pew Report Teens, Video Games and Civicshas revived the question about whether video games can be a worthwhile activity. Another recent entry in this debate is Jim Rossignol’s This Gaming Life, a survey of computer gaming culture and a chronicle of its role in the author’s life.
Third entry in a series looks at sites that help users create content. In the last instalment of this series we looked at some of examples of user-created media such as mashups, fan movies and machinima.
This is the second in a series of columns looking at the history and future of Web 2.0. In the last instalment of this series we examined the origins of the Do-It-Yourself (DIY) ethic and some of the issues around the definition of “user-created content.” Turning from the theoretical to the practical, we’ll now take a look at just what is actually out there, and begin to examine some of the ethical and legal implications.