Wii All Play: The Console Game as a Computational Meeting Place

dc.contributor.authorVoida, Amyeng
dc.contributor.authorGreenberg, Sauleng
dc.date.accessioned2008-09-25T17:01:01Z
dc.date.available2008-09-25T17:01:01Z
dc.date.issued2008-09-25T17:01:01Z
dc.description.abstractIn 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.eng
dc.description.refereedNoeng
dc.identifier.department2008-912-25eng
dc.identifier.doihttp://dx.doi.org/10.11575/PRISM/30814
dc.identifier.urihttp://hdl.handle.net/1880/46790
dc.language.isoengeng
dc.publisher.corporateUniversity of Calgaryeng
dc.publisher.facultyScienceeng
dc.subjectHuman Factorseng
dc.subjectDesigneng
dc.subjectTheoryeng
dc.subject.otherWii, Xbox360, Playstation, PS2, PS3, Gamecube, Video games, Console Games, Digital Hearth, Computational Meeting Placeeng
dc.titleWii All Play: The Console Game as a Computational Meeting Placeeng
dc.typetechnical reporteng
thesis.degree.disciplineComputer Scienceeng
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