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Author Ijsselsteijn, Wijnand A. ♦ De Kort, Yvonne A. W.
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF
Language English
Subject Keyword Experience ♦ Enjoyment ♦ Game research ♦ Situated play ♦ Social context effects
Abstract Digital games frequently give rise to engaging and meaningful social interactions, both over the internet and in the real and tangible world of the gamer. This is the focus of the present paper, which explores digital gaming as a situated experience, shaped by socio-spatial contingencies. In particular we discuss how co-players, audience, and their spatial organization shape play and player experience and review supporting evidence for this. We present a framework describing social processes underlying situated social play experience and how these are shaped by the player the game's socio-spatial and media context. The core of this framework describes various 'sociality characteristics', and discusses these both in terms of co-located and mediated social game settings.
Description Affiliation: Eindhoven University of Technology, The Netherlands (De Kort, Yvonne A. W.; Ijsselsteijn, Wijnand A.)
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Article
Publisher Date 2008-03-01
Publisher Place New York
Journal Computers in Entertainment (CIE) (CIE)
Volume Number 6
Issue Number 2
Page Count 11
Starting Page 1
Ending Page 11


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Source: ACM Digital Library