Archive for September, 2010|Monthly archive page

Your cellphone is what you are made of!

In Not so random posts on September 20, 2010 at 2:20 PM

A recent Australian marketing research company released their findings of correlating cellphone users to their personal traits. This investigation tracked over 20,000 Australians over a year long.  They found that there is a relationship between cellphone users’ income, their attitude towards work and leisure activities, and the cellphone they choose to use, hinting at “your cellphone is what you are made of”.  It is probably safe to judge who you are by a quick glimpse at the brand name cellphone you use. Here are some interesting findings.

* Blackberry users tend to the the wealthiest, averaging an annual salary of  100,000 U.S. dollars. This group of users averages from 35 to 49 years old with hobbies of social gathering, emailing, movie-watching, and video-game playing.

* Sonyerickson users tend to engage in social activities and enjoy fast food.

* iPHONE users indulge in home entertainment. They love house parties and dislike gardening.

* LG cell phone users are young females usually around the age of 14 to 24 who do not really get a hang on how technological devices work.

* Samsung cell phone users tend to be over the age of 50 and average 30,000 as annual income. They dress conservatively, lack adventurous spirit, do not enjoy flying for vacation, use protective case for their cell phone.

* Android cell phone users tend to love birds whereas iPHONE users prefer pet fish (because they are quiet) and they prefer eating chicken (I wonder why……) 

They also explicated the reason why Blackberry users tend to be more financially strong because these users place their focus of life on their career. The market share of Blackberry is higher because of its earlier release date than the other brand name cell phones.

So what you are can be inferred from the cell phone you chose to use. And your usage of your cell phone is a represntation of who you are, what you do, and perhaps your preferred food or eating style. Whether you agree with their findings or not, this information is still pretty  interesting considering nowadays pretty much everyone has a cellphone and probably do a lot of things with it or through it. A piece of info for your thought! Enjoy…


Can games be serious?

In Becoming ruminative in education on September 17, 2010 at 11:12 AM

ESRB (Entertainment Software Rating Board) was in my impression a solely commercialized institute which rates retail games and games for video game consoles. It was not my knowledge that ESRB actually spans their rating to computer games, virtually covering all digitalized gaming. The 281 games rated as edutainment games in ESRB website do draw my attention as to what these games have to offer aside from the purpose of entertainment. The remark “not all serious games are edutainment games, but all edutainment games are serious games” was also intriguing. I thought about the games I used to play growing up as a child and how many of those games I played could be categorized as edutainment games, or serious games per se. According to the author’s definition, a game that provides more than the purpose of entertainment can be serious games. And I really tried hard to recollect traces of cues among the games I have experienced and almost always the games that surfaced to my mind all delivered a message to me during the game play, e.g., the value of friendship; the power of teamwork, or nostalgia. Were these messages intended by the game designers or were they only situational reinterpretations of the player’s game play? Were those messages intended to be educational and thus making the game serious? I must say I am not quite ready to categorize the aforementioned messages I gleaned from game play as one of the prominent outcomes of serious games, i.e., knowledge gain, insight, and deeper understanding. Does a game become serious game when players experience and interpret game play as educational and thus repurpose the game for educational goal? Or do games become serious games only when the game designers intend so and brand it as serious? Nevertheless, acknowledged by the field, it would be futile to find a clear-cut definition for serious games. I reckoned, reading more into the field would help me clear my lingering doubts as to what serious games entail.

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