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 colocated 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 game...
Including others in a playful activity fundamentally changes the concept of play into social play. T...
While gaming environments represent various forms of interaction, entertainment and dynamism, they c...
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 ...
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent ...
Digital games increasingly allow for social interaction between players. In addition to the multipla...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
This dissertation is an exploration of the practice of social digital gaming, using a mixed methods ...
Psychophysiological methodology has been successfully applied to investigate media responses, includ...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social con...
As computer-mediated work continues to evolve, and online interactions between individuals become mo...
This study introduces a psychological measurement model for analyzing involvement and presence in di...
There is an increasing number of video gamers who are playing games online. Previous research has de...
Including others in a playful activity fundamentally changes the concept of play into social play. T...
While gaming environments represent various forms of interaction, entertainment and dynamism, they c...
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 ...
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent ...
Digital games increasingly allow for social interaction between players. In addition to the multipla...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
This dissertation is an exploration of the practice of social digital gaming, using a mixed methods ...
Psychophysiological methodology has been successfully applied to investigate media responses, includ...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social con...
As computer-mediated work continues to evolve, and online interactions between individuals become mo...
This study introduces a psychological measurement model for analyzing involvement and presence in di...
There is an increasing number of video gamers who are playing games online. Previous research has de...
Including others in a playful activity fundamentally changes the concept of play into social play. T...
While gaming environments represent various forms of interaction, entertainment and dynamism, they c...
In this chapter we have introduced research in, on, and using games to non-game researchers. Gaming ...