People who play video games do so in a range of social contexts: alone, with people they know and don’t know, in cooperative and competitive settings. However, little is known about what people enjoy or dislike about these contexts of play, or how to best design games to support player preferences. Using open-ended responses from an online survey (N = 326) and a series of interviews (N = 16) this study shows that the solitary context offers immersive, relaxing, autonomous play, as well as the avoidance of unwanted social interactions. Social play, however, provides competence-enhancing experiences (via competition or teamwork or both) via interactions with others. What was disliked about these contexts indicates where design improvements to...
Since their popularization, video games have developed a reputation for being anti-social spaces. Ho...
Play is fundamental to being Human. It helps to make sense of the self, to learn, to be creative and...
Although the social relevance of digital gaming has been discussed and investigated in cultural and ...
People who play video games do so in a range of social contexts: alone, with people they know and do...
People who play video games do so in a range of social contexts: alone, with people they know and do...
Video game play is becoming an increasingly social experience, yet we have little understanding of h...
This thesis examines the relationships between different social contexts of video game play, the pla...
Researchers have found that games are sites for rich forms of sociality. However, there has been com...
The increasingly social nature of gaming suggests the importance of understanding its associated exp...
This study explores how distributing the controls of a video game among multiple players affects the...
Digital games have become a social medium. Players are often socially motivated to play games and ac...
Play is a fundamental to being Human. It helps to make sense of the self, to learn, to be creative a...
Abstract. Although the social relevance of digital gaming has been discussed and investigated in cul...
Since their popularization, video games have developed a reputation for being anti-social spaces. Ho...
Play is fundamental to being Human. It helps to make sense of the self, to learn, to be creative and...
Although the social relevance of digital gaming has been discussed and investigated in cultural and ...
People who play video games do so in a range of social contexts: alone, with people they know and do...
People who play video games do so in a range of social contexts: alone, with people they know and do...
Video game play is becoming an increasingly social experience, yet we have little understanding of h...
This thesis examines the relationships between different social contexts of video game play, the pla...
Researchers have found that games are sites for rich forms of sociality. However, there has been com...
The increasingly social nature of gaming suggests the importance of understanding its associated exp...
This study explores how distributing the controls of a video game among multiple players affects the...
Digital games have become a social medium. Players are often socially motivated to play games and ac...
Play is a fundamental to being Human. It helps to make sense of the self, to learn, to be creative a...
Abstract. Although the social relevance of digital gaming has been discussed and investigated in cul...
Since their popularization, video games have developed a reputation for being anti-social spaces. Ho...
Play is fundamental to being Human. It helps to make sense of the self, to learn, to be creative and...
Although the social relevance of digital gaming has been discussed and investigated in cultural and ...