Book+Prospectus


 * Idea:**


 * Target Publishers: Tradebook Publisher - e.g. Simon & Schuster or HarperCollins**

· Broadband internet use · Information sharing · Online communities · M.U.V.E. Multi-user virtual environments · Ubiquitous technologies · Hand-held technologies · Shareware · Transparency · Small World · Hand-held universal technologies · Nanotechnology · Net monitoring software
 * Current Trends:**

By 2005, IBM’s eServer Blue Gene solution computers had already achieved computational capacities of 280 teraflops or 280 trillion calculations per second. During the next decade, Nanotechnology will transition from its’ present microscopic state to the molecular level and is eventually projected to run at the atomic level. This means our electronic devices will continue to get smaller and run faster. Likelihood of Teen Engagement in Online Activities Play online games 66% 81% Get news or current events info 68% 76% Buy things such as books online 31% 43% Look up health and fitness info. 26% 31% Visit sites about movies and entertainment 83% 84% Send or receive IM’s 74% 75%
 * Statistics:**

Oct.-Nov. 2004 (%) Nov.-Dec. 2000 (%)Note: Margin of error is ± 4%. Source: Pew Internet & American Life Project, 2005.


 * Sample of Table of Contents:**

=Introduction= =Chapter 1= =Chapter 2= =Chapter 3= =Chapter 4= =Chapter 5= =Chapter 6= =Chapter 7= =Chapter 8= =Chapter 9= =Chapter 10= =Chapter 11= =Chapter 12= =Chapter 13= =Chapter 14= References:

Friedman, T. (2005). The world is flat. New York: Farrar, Straus, and Giroux.

Gee, P. (2004). What video games have to teach us about learning and literacy. New York: Palgrave.

O’Hanlon, C.(2007). EAT breakfast, DRINK milk, PLAY Xbox. //THE Journal//, //34//(4), 34-39.

Prensky, M. (2006) Don’t bother me mom-I’m learning! New York: Paragon House.

Prensky, M. (2001) Digital Natives, Digital Immigrants. //NCB// //University// //Press// //9//(5), 1-7.

Rivero, V. (2006). The Future Is Flat. //American School Board Journal, 193//(9), 48.50.

Wideman, H. (2007). Unpacking the potential of educational gaming: A new tool for gaming research. //Simulation & Gaming//, //38//(1), 9-29.