Big-data practical example – Virtual gaming worlds
Image
Graphic:
The graphic visualizes how volumes of data come about from online and computer games.
Type of media:
Image (184.9 kByte)
Last update:
2020-02-27
License:
This medium is made available under a CC BY-SA 4.0 international license.
What does this mean?
How to reference this medium
This medium is made available under a CC BY-SA 4.0 international license.
What does this mean?
How to reference this medium
Media package:
Description:
Computer games normally consist of a completely virtual world; everything is programmed and exists only as code. They do not provide as much information for big data as, for example, the online game Pokémon Go, which uses geodata of the real world as a gaming backdrop and combines a virtual world including fantasy creatures with reality. Players can work together in real time.
Related media:
Learning resource type:
Illustration
Subjects:
Ethics; Information and Communication Technology (ICT); Technology
Grade levels:
Grade 7 to 9; Grade 10 to 13
School types:
Middle/high school; Vocational training
Keywords:
Computer technology; Data processing; Data protection; Internet
Bibliography:
Siemens Stiftung Media Portal
Author:
Erfurth Kluger Infografiken GbR and irights-lab.de
Rights holder:
© Siemens Stiftung 2019