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Wii all play: the console game as a computational meeting place
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Conference on Human Factors in Computing Systems archive
Proceedings of the 27th international conference on Human factors in computing systems table of contents
Boston, MA, USA
SESSION: New gaming experiences table of contents
Pages 1559-1568  
Year of Publication: 2009
ISBN:978-1-60558-246-7
Authors
Amy Voida  University of Calgary, Calgary, AB, Canada
Saul Greenberg  University of Calgary, Calgary, AB, Canada
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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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.


REFERENCES

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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Collaborative Colleagues:
Amy Voida: colleagues
Saul Greenberg: colleagues