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 co-located 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 gam...
There is little question of the social, cultural and economic importance of video games in the world...
There is little question of the social, cultural and economic importance of video games in the world...
In this chapter we have introduced research in, on, and using games to non-game researchers. Gaming ...
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent ...
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent ...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
Digital games increasingly allow for social interaction between players. In addition to the multipla...
This dissertation is an exploration of the practice of social digital gaming, using a mixed methods ...
The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social con...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
Psychophysiological methodology has been successfully applied to investigate media responses, includ...
The current report describes the development of the Game Experience Questionnaire, a self-report mea...
The current report describes the development of the Game Experience Questionnaire, a self-report mea...
The emergence of Online Video Games has led to new ways of socializing with friends. Nowadays a good...
This study introduces a psychological measurement model for analyzing involvement and presence in di...
There is little question of the social, cultural and economic importance of video games in the world...
There is little question of the social, cultural and economic importance of video games in the world...
In this chapter we have introduced research in, on, and using games to non-game researchers. Gaming ...
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent ...
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent ...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
Digital games increasingly allow for social interaction between players. In addition to the multipla...
This dissertation is an exploration of the practice of social digital gaming, using a mixed methods ...
The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social con...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
Psychophysiological methodology has been successfully applied to investigate media responses, includ...
The current report describes the development of the Game Experience Questionnaire, a self-report mea...
The current report describes the development of the Game Experience Questionnaire, a self-report mea...
The emergence of Online Video Games has led to new ways of socializing with friends. Nowadays a good...
This study introduces a psychological measurement model for analyzing involvement and presence in di...
There is little question of the social, cultural and economic importance of video games in the world...
There is little question of the social, cultural and economic importance of video games in the world...
In this chapter we have introduced research in, on, and using games to non-game researchers. Gaming ...