The digital divide between developed and developing countries is no longer only about access to technology. A gulf also exists in attitudes to technology, writes ARTHUR GOLDSTUCK.
It’s pretty obvious that developed countries almost seem to be a on a different planet from those with emerging economies when one considers use of high-tech devices and their visibility in the human environment.
But now an invisible divide between the haves and have-nots has also emerged, and that is the gulf between the attitudes of those living in such divergent economies.
A global study released by Microsoft last week shows that, while most Internet users believe personal technology has improved their lives, far more users in developing countries believe it has improved social bonds.
The report, entitled “Views from Around the Globe: 2nd Annual Poll on How Personal Technology Is Changing Our Lives,” is based on interviews with more than12 000 Internet users from 12 countries.
The most fascinating aspect of the study is how greater pervasiveness of technology seems to result in reduced enthusiasm for specific benefits, like fitness and the sharing economy. Instead, those with greater access tend to express greater concern about issues like privacy. Naturally, such issues are less important in environments where the implications of pervasive connectedness have not yet become apparent.
The key overall findings, according to Microsoft, include:
- • Most respondents across all 12 countries think personal technology has had a positive impact on their ability to find more affordable products, start new businesses and be more productive;
- • Most respondents say it has benefited social activism;
- • More respondents than in the previous year said technology had had a positive impact on transportation and literacy;
- • Fewer than in the previous year said it has benefited social bonds, personal freedom and political expression.
- • Concern about technology’s impact on privacy jumped significantly. Most users across 11 of the 12 countries surveyed said technology’s effect on privacy was mostly negative.
- • Majorities in all countries except India and Indonesia said current legal protections for users of personal technology were insufficient;
However, marked differences began to emerge when responses from developing countries were grouped, says Zoaib Hoosen, managing director of Microsoft South Africa.
“In developing countries, 60 per cent of respondents said technology had a positive impact on social bonds, versus only 36 per cent in developing countries. That’s a very significant difference.
“The sharing economy, with its online services like Uber, are seen as having a positive impact in in developing countries, while in developed countries they still preferred traditional services.
“The issue there is that they often didn’t have a viable alternative in developing countries, whereas such services in developed countries merely add additional options. It’s about leapfrogging traditional services that don’t exist versus disruption of existing services. The former has a bigger impact.”
Nevertheless, says Mark Penn, Microsoft executive vice president and chief strategy officer, “Internet users overwhelmingly say that personal technology is making the world better and more vital.”
The area that saw the greatest divergence was the effect of technology on trust in the media, says Penn.
“By a 2:1 margin, respondents in developing countries think personal technology has had a mostly positive effect on trust in the media. But in developed countries, the impression is the opposite: respondents believe by a 2:1 margin that the effect on trust in the media has been mostly negative.”
The key factor behind this attitude divide appears to be the media habits of respondents, and dependence on social media.
“These opposing views are borne out in the two kinds of countries’ media habits,” says Penn. “In developing countries, 70 per cent of respondents get most of their news from social media, compared to only 31 per cent in developed countries.”
With social media access accelerating in developing countries, thanks to rapidly growing access on phones, that divide is unlikely to be bridged very soon.
* The poll, conducted in the last two weeks of December 2014, included Internet users in Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Africa, South Korea, Turkey and the U.S.
Money talks and electronic gaming evolves
Computer gaming has evolved dramatically in the last two years, as it follows the money, writes ARTHUR GOLDSTUCK in the second of a two-part series.
The clue that gaming has become big business in South Africa was delivered by a non-gaming brand. When Comic Con, an American popular culture convention that has become a mecca for comics enthusiasts, was hosted in South Arica for the first time last month, it used gaming as the major drawcard. More than 45 000 people attended.
The event and its attendance was expected to be a major dampener for the annual rAge gaming expo, which took place just weeks later. Instead, rAge saw only a marginal fall in visitor numbers. No less than 34 000 people descended on the Ticketpro Dome for the chaos of cosplay, LAN gaming, virtual reality, board gaming and new video games.
It proved not only that there was room for more than one major gaming event, but also that a massive market exists for the sector in South Africa. And with a large market, one also found numerous gaming niches that either emerged afresh or will keep going over the years. One of these, LAN (for Local Area Network) gaming, which sees hordes of players camping out at the venue for three days to play each other on elaborate computer rigs, was back as strong as ever at rAge.
MWeb provided an 8Gbps line to the expo, to connect all these gamers, and recorded 120TB in downloads and 15Tb in uploads – a total that would have used up the entire country’s bandwidth a few years ago.
“LANs are supposed to be a thing of the past, yet we buck the trend each year,” says Michael James, senior project manager and owner of rAge. “It is more of a spectacle than a simple LAN, so I can understand.”
New phenomena, often associated with the flavour of the moment, also emerge every year.
“Fortnite is a good example this year of how we evolve,” says James. “It’s a crazy huge phenomenon and nobody was servicing the demand from a tournament point of view. So rAge and Xbox created a casual LAN tournament that anyone could enter and win a prize. I think the top 10 people got something each round.”
Read on to see how esports is starting to make an impact in gaming.
Gaming rages on in SA
The rAge gaming expo this past weekend pointed the way to a booming computer games industry in South Africa, writes ARTHUR GOLDSTUCK in the first of a two-part series. (All pics by Arthur Goldstuck)
Predator. Omen. Alienware. They all sounds dangerous. The names suggest threat and even fear. And so they should.
They are the high-end gaming brands of computer manufacturers Acer, HP and Dell, respectively. Acer adds an explosive edge with its Nitro range.
The names tell you that the user is not going into computer-based combat casually. This gamer wants to win, and will pay the price of premium hardware to do so.
This impulse lies at the heart of the exploding computer games industry globally. Valued at $157-billion, the sector dwarfs the music industry. In South Africa, according to Make Games South Africa chairperson Nick Hall, it is a R225-million business, growing at an average of 75% a year since 2013.
“The game development sector in South Africa has really gone from strength to strength, across all key segments in the sector,” he says. “Our indies are regularly releasing titles to global success, our services sector has made massive inroads into doing work for some of the largest publishers in the world and our serious games sector is producing world leading products.”
Many of these independent games creators were manning stands at the rAge expo at the Dome north of Johannesburg this past weekend. Celestial Games, which produced South Africa’s first commercial computer game, Toxic Bunny, in 1996, unveiled its latest innovation: a mobile gaming platform called Table Realms, which turns any handset into a gaming console or screen.
The buzz around its stand was palpable, and a far cry from previous years when Celestial and other games developers battled for attention. At rAge, names like Curve, Codex Knights, Loot Defence, Nektaar, Akromah’s Tale, and Echoplex all had clusters of prospective players around their booths.
Continue reading to find out how locally developed games target international markets.