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Technology and Learning Environments in Higher Education

Tracey Wilen-Daugenti

The Internet has transformed higher education by changing the way universities and colleges teach students. As a result, many institutions are struggling to understand how the next generation of Internet technologies, including Web 2.0, multimedia, virtual presence, gaming, and the proliferation of mobile devices, will impact their students and infrastructures. .edu: Technology and Learning Environments in Higher Education discusses how higher education institutions can use these technologies to enable learning environments. In the future, students will have complete access to any higher education resource, including expert scholars, lectures, content, courseware, collaborative dialogues, information exchanges, hands-on learning, and research – no matter where they are located. If fully enabled, this new learning environment will blur the lines between on- and off-campus experiences and remove barriers to learning and research – greatly improving the quality of education for students globally.
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4. Gaming




Computer game usage has grown considerably over the past 5 years. Games have also become the central focus of college student life: they play games in-between and during classes, and even as part of private contemplation.1 According to a 2003 Pew Internet and American Life Project survey of college students and gaming, 70% of college students reported playing video, computer, or online games “at least once in a while,” and 65% reported being regular or occasional game players.2

Growth of gaming

The gaming sector is an ever-growing sector and increasingly complex to define. Datamonitor, in a recent report, describes digital entertainment platforms as “a complex mixture of art and business in constant transformation, as new technologies help the sector break free of traditional boundaries. … In addition the games are undergoing a transformation as IP (Internet Protocol) creates dynamic virtual environments.”3

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