GAMES AS TECHNOLOGICAL ENTRY POINT: A CASE STUDY OF UZBEKISTAN
Volume: 2 ISBN / ISNN: ISSN 2342-9666
This paper considers cross-cultural patterns of game-playing activities. The paper is part of an overall argument regarding computer games as a possible technological entry point for novice users. In particular, increasing use of games in educational settings has drawn attention to the fact that computer games can be a way for young people to gain an initial exposure to computer technology. The paper discusses game-playing patterns in the US and South Korea in order to demonstrate that such patterns vary based on country. The paper then considers survey work conducted in March 2003 in Uzbekistan that presents a snapshot of game-playing activity in a country that is in early stages of computer technology adoption. This paper is part of a larger study that seeks to argue that game-playing, if fostered correctly, can serve as an effective point of entry to computer technology for youth in developing countries and in areas where computer penetration is relatively low.
Cross-cultural issues, education, gaming patterns, international development, technology adoption, Uzbekistan