Since the advent of Web 2.0, online social environments have become common destinations for young people all around the world. In general, entertainment applications and platforms represent the most popular attractive of digital technology. Nonetheless, these virtual environments for users' leisure are currently criticised for their frivolous and selfish aims. One may argue that it is quite disappointing to see huge investments and participation in entertainment technology instead of focusing on health or any other serious issue. Yet, we demonstrate in this paper that technology advancements for leisure applications can easily be transferred toward serious use. To this aim, we discuss three representative examples of entertainment technology transfer we successfully deployed, related to, respectively, sensors for games, social communities and car communication.
['Marco Roccetti', 'Gustavo Marfia', 'Alessandro Amoroso', 'Claudio E. Palazzi', 'Dario Maggiorini']
Entertainment technology transfer toward serious use