This paper puts forward the perspective that social play spaces are opportunities to utilise both technology and body for the benefit of community culture and engagement. Co-located social gaming coupled with tangible interfaces offer active participant engagement and the development of the local video game scene. This paper includes a descriptive account of Rabble Room Arcade, an experimental social event combining custom-built physical interface devices and multiplayer video games
Reality-based interfaces bring new design opportunities to social games. These novel game interfaces...
Part 1: Long and Short Papers (Continued)International audienceWe present the concept of paraplay: p...
In this talk I will address a changing perspective on design, one in which users are defined as soci...
This paper suggests that recent developments in video game technology have occurred in parallel to p...
This paper puts forward the perspective that social play spaces are opportunities to utilise both te...
Play is fundamental to being Human. It helps to make sense of the self, to learn, to be creative and...
Play is a fundamental to being Human. It helps to make sense of the self, to learn, to be creative a...
Play is fundamental to being Human. It helps to make sense of the self, to learn, to be creative and...
Electronic games frequently give rise to engaging and meaningful social interactions, both over the ...
Electronic games frequently give rise to engaging and meaningful social interactions, both over the ...
PhD ThesisResearchers looking at technologically mediated play and games have explored how games can...
What social practices are people involved when staying in a game café? What kind of social setting i...
Digital games frequently give rise to engaging and meaningful social interactions, both over the int...
In this paper we discuss the conceptual framework and principles that guide our work in the design o...
People who play video games do so in a range of social contexts: alone, with people they know and do...
Reality-based interfaces bring new design opportunities to social games. These novel game interfaces...
Part 1: Long and Short Papers (Continued)International audienceWe present the concept of paraplay: p...
In this talk I will address a changing perspective on design, one in which users are defined as soci...
This paper suggests that recent developments in video game technology have occurred in parallel to p...
This paper puts forward the perspective that social play spaces are opportunities to utilise both te...
Play is fundamental to being Human. It helps to make sense of the self, to learn, to be creative and...
Play is a fundamental to being Human. It helps to make sense of the self, to learn, to be creative a...
Play is fundamental to being Human. It helps to make sense of the self, to learn, to be creative and...
Electronic games frequently give rise to engaging and meaningful social interactions, both over the ...
Electronic games frequently give rise to engaging and meaningful social interactions, both over the ...
PhD ThesisResearchers looking at technologically mediated play and games have explored how games can...
What social practices are people involved when staying in a game café? What kind of social setting i...
Digital games frequently give rise to engaging and meaningful social interactions, both over the int...
In this paper we discuss the conceptual framework and principles that guide our work in the design o...
People who play video games do so in a range of social contexts: alone, with people they know and do...
Reality-based interfaces bring new design opportunities to social games. These novel game interfaces...
Part 1: Long and Short Papers (Continued)International audienceWe present the concept of paraplay: p...
In this talk I will address a changing perspective on design, one in which users are defined as soci...