Abstract
Electronic games frequently give rise to engaging and meaningful social interactions, both over the internet and in the real and tangible world of the gamer. This is the focus of the present paper, which explores digital gaming as a situated experience, shaped by socio-spatial contingencies. In particular we discuss how co-players, audience, and their spatial organization shape play and player experience. We present a framework describing social processes underlying situated social play experience and how these are shaped by the game’s socio-spatial context. The core of this framework describes various 'sociality characteristics', and discusses these both in terms of co-located and mediated social game settings.
Original language | English |
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Title of host publication | Proceedings of the International Conference Digital Games Research Association 2007 (DiGRA 2007) : Situated Play, September 24-28, 2007 |
Editors | D. Thomas, R. Appelman |
Place of Publication | Tokyo |
Publisher | DiGRA |
Pages | 823-830 |
Number of pages | 8 |
Publication status | Published - 2007 |
Event | DiGRA 2007: Situated Play - Tokyo, Japan Duration: 24 Sept 2007 → 28 Sept 2007 |
Conference
Conference | DiGRA 2007 |
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Abbreviated title | DiGRA 2007 |
Country/Territory | Japan |
City | Tokyo |
Period | 24/09/07 → 28/09/07 |