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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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Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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INDEX TERMS
Primary Classification:
H.
Information Systems
H.5
INFORMATION INTERFACES AND PRESENTATION (I.7)
H.5.3
Group and Organization Interfaces
Subjects:
Collaborative computing
General Terms:
Design,
Human Factors,
Theory
Keywords:
PS2,
PS3,
Playstation,
Wii,
XBox360,
computational meeting place,
console games,
digital hearth,
gamecube,
video games
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