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People, places, and play: player experience in a socio-spatial context

Published:01 July 2008Publication History
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Abstract

Digital 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 and review supporting evidence for this. We present a framework describing social processes underlying situated social play experience and how these are shaped by the player the game's socio-spatial and media context. The core of this framework describes various 'sociality characteristics', and discusses these both in terms of co-located and mediated social game settings.

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            cover image Computers in Entertainment
            Computers in Entertainment   Volume 6, Issue 2
            Theoretical and Practical Computer Applications in Entertainment
            April/June 2008
            225 pages
            EISSN:1544-3574
            DOI:10.1145/1371216
            Issue’s Table of Contents

            Copyright © 2008 ACM

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            Publication History

            • Published: 1 July 2008
            • Accepted: 1 April 2008
            • Received: 1 July 2007

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