Wii All Play: The Console Game as a Computational Meeting Place
Date
2008-09-25T17:01:01Z
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Abstract
In this paper, we present results from a qualitative empirical study of collocated group console gaming. We focus on motivations for, perceptions of, and practices surrounding the shared use of console games by a variety of established
groups of gamers. These groups include both
intragenerational groups of youth, adults, and elders as well as intergenerational families. Our analysis highlights the
numerous ways in which console games serve as a computational meeting place for a diverse population of gamers.
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Keywords
Human Factors, Design, Theory