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Wii all play: the console game as a computational meeting place

Published: 04 April 2009 Publication History

Abstract

In this paper, we present results from a qualitative study of collocated group console gaming. We focus on motivations for, perceptions of, and practices surrounding the shared use of console games by a variety of established groups of gamers. These groups include both intragenerational groups of youth, adults, and elders as well as intergenerational families. Our analysis highlights the numerous ways that console games serve as a computational meeting place for a diverse population of gamers.

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    cover image ACM Conferences
    CHI '09: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
    April 2009
    2426 pages
    ISBN:9781605582467
    DOI:10.1145/1518701
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 04 April 2009

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    Author Tags

    1. PS2
    2. PS3
    3. Playstation
    4. Wii
    5. XBox360
    6. computational meeting place
    7. console games
    8. digital hearth
    9. gamecube
    10. video games

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    • (2024)Design Considerations for Augmented Reality Location-Based Exergaming: Lessons from Pokémon Go2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct64951.2024.00056(234-238)Online publication date: 21-Oct-2024
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    • (2022)The Market of Console Games and Investment Portfolios of Corresponding Video Game Companies Impacted By COVID-19BCP Business & Management10.54691/bcpbm.v24i.141624(15-22)Online publication date: 10-Aug-2022
    • (2022)Save the Yummy Candyland: An Asymmetric Virtual Reality GameExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558319(221-227)Online publication date: 2-Nov-2022
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