Wii all play: the console game as a computational meeting place

dc.contributor.authorVoida, Amy
dc.contributor.authorGreenberg, Saul
dc.date.accessioned2015-07-31T21:22:56Z
dc.date.available2015-07-31T21:22:56Z
dc.date.issued2009
dc.description.abstractIn this paper, we present results from a qualitative 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 that console games serve as a computational meeting place for a diverse population of gamers.en_US
dc.description.refereedYesen_US
dc.identifier.doi10.1145/1518701.1518940
dc.identifier.urihttp://hdl.handle.net/1880/50815
dc.identifier.urihttps://doi.org/10.11575/PRISM/46253
dc.publisherACMen_US
dc.publisher.urlhttp://dx.doi.org/10.1145/1518701.1518940en_US
dc.titleWii all play: the console game as a computational meeting placeen_US
dc.typeunknown
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