Digital games as social presence technology : development of the social presence in gaming questionnaire (SPGQ)

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Abstract

Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent theorising about digital game experience, the social richness of playing is often marginalised or neglected all together. We argue that, although not previously recognized or defined as such, digital gaming technology can usefully be regarded as social presence technology, as it provides a setting for interacting with others at a distance and augments communication in colocated settings. In the service of future investigations of game experience, and gaming as a social experience in particular, we developed a self-report measure, the Social Presence in Gaming Questionnaire (SPGQ), based on focus group interviews with both casual and avid gamers and a social presence scale developed for other social presence devices – the Networked Minds Measure of Social Presence [40]. This paper describes the factor structure of this new measure and explores basic sensitivity and validity.
Original languageEnglish
Title of host publicationProceedings of the 10th Annual International Workshop on Presence, October 25-27, 2007
EditorsL Moreno
Place of PublicationBarcelona
PublisherStarlab
Pages195-203
ISBN (Print)978-0-9792217-1-2
Publication statusPublished - 2007
Event10th Annual International Workshop on Presence (PRESENCE 2007), October 25-27, 2007, Barcelona, Spain - The Foment de les Arts Decoratives (FAD), Barcelona, Spain
Duration: 25 Oct 200727 Oct 2007

Conference

Conference10th Annual International Workshop on Presence (PRESENCE 2007), October 25-27, 2007, Barcelona, Spain
CountrySpain
CityBarcelona
Period25/10/0727/10/07
OtherPRESENCE 2007

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