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Gamification and Wearable Fitness Trackers

The term gamification is relatively new, with its “widespread adoption” not realised until the second half of 2010, according to Deterding et al (2011). They define gamification as “the use of game design elements in non-game contexts”. This blog will broadly discuss the two main types of motivation – intrinsic and extrinsic – and how…

DIGITAL INNOVATION and CULTURAL HERITAGE

New media and our bastions of heritage Digital media has come a long way in a relatively short period of time. In fact, its pervasiveness in all aspects of our lives – social, recreational, career, study, entertainment — for most of us at least, means we cannot function fully without it. So, does the nature…

Online identity – Part 1

BEING a digital ‘non-native’ and not a big fan of social media has so far been a curse as well as a blessing as I attempt to re-engage with this mode of communication, during the ALC708 unit and beyond. A curse because I again find myself out of my comfort zone (which is also a…

My online identity – yesterday and today

In an age where digital media is so much part of our daily lives, I pondered these questions: Why then does this notion of ‘my own online identity’ seem so foreign and why am I struggling to articulate aspects of it? The answers form the basis of my self-analysis, and were enlightened by research and…

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