| |
The
users choose the characters for their stories, choose
their gaming environments, choose their “real”
cohorts for networked play, then choose the mediating
technologies they will use as play tools.
Because many Japanese internet
users skipped the stage of home computing as it appeared
in the West (especially as it appeared in the USA),
many users went from having no use or knowledge of the
Net to being quite comfortable with the idea of having
the Net all around them, accessible through a wide range
or portals, always on and always ready for interaction
through technology that they hold in their hand or slip
into their pocket (Lent).
|
|