Playing videogames is a popular social activity; people play videogames in different places, on different media, in different situations, alone or with partners, online or offline. Unsurprisingly, they thereby share space (physically or virtually) with other playing or non-playing people. The special issue investigates through different contexts and settings how non-players become participants of the gaming interaction and how players and non-players co-construct presence. The introduction provides a problem-related context for the individual contributions and then briefly presents them
© Lennart Nacke, 2015. This is the author’s version of the work. It is posted here for your personal...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
© 2014 Dr. John Patrick DownsVideogames are frequently played socially, but not all participants act...
Playing videogames is a popular social activity; people play videogames in different places, on diff...
International audiencePlaying videogames is a popular social activity; people play videogames in dif...
This study analyzes how participants playing VR games construct co-presence and shared gameplay. The...
This paper investigates situations in French videogame interactions where non-players who share the ...
Including others in a playful activity fundamentally changes the concept of play into social play. T...
There is an increasing number of video gamers who are playing games online. Previous research has de...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
An individual can observe one’s surrounding space. The space can contain various elements (e.g., ob...
International audienceVideogame interactions show a rather complex participation framework: players ...
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 ...
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent ...
© Lennart Nacke, 2015. This is the author’s version of the work. It is posted here for your personal...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
© 2014 Dr. John Patrick DownsVideogames are frequently played socially, but not all participants act...
Playing videogames is a popular social activity; people play videogames in different places, on diff...
International audiencePlaying videogames is a popular social activity; people play videogames in dif...
This study analyzes how participants playing VR games construct co-presence and shared gameplay. The...
This paper investigates situations in French videogame interactions where non-players who share the ...
Including others in a playful activity fundamentally changes the concept of play into social play. T...
There is an increasing number of video gamers who are playing games online. Previous research has de...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
An individual can observe one’s surrounding space. The space can contain various elements (e.g., ob...
International audienceVideogame interactions show a rather complex participation framework: players ...
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 ...
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent ...
© Lennart Nacke, 2015. This is the author’s version of the work. It is posted here for your personal...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
© 2014 Dr. John Patrick DownsVideogames are frequently played socially, but not all participants act...