
doi: 10.1109/93.923948
Children easily cope with the technology and user interfaces of games. For them, digital entertainment is a fact of life, not some futuristic dream. Moreover, their experiences with entertainment technology shape their expectations for digital media-based technology. The author considers why the advances in games and digital entertainment are or seem to be swifter than in multimedia research. It seems that the underlying question behind the development effort is different. In digital entertainment, the customer is king. Developers constantly assess who their customers are and whether their products meet consumers' needs. Multimedia researchers, however, seem to focus on how to solve a particular problem and ignore the real-world applicability part of the equation. Perhaps we should play computer games more often and put ourselves in the consumers' seat to find out what is happening out there.
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 2 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Top 10% | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
