Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work 2004
DOI: 10.1145/1031607.1031669
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FishPong

Abstract: In this paper we introduce FishPong, an interactive system designed to stimulate informal computer-supported cooperative play (CSCP) in public spaces such as coffeehouses and cafés. FishPong consists of a tabletop tangible user interface (TUI) that allows users to control a fish-themed video game using magnetically tagged coffee cups. FishPong has been designed as an "icebreaker" technology to encourage spontaneous social interaction among coffeehouse patrons. This work serves as an example of how environments… Show more

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Cited by 24 publications
(5 citation statements)
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“…In the third group, scholars point out that socialization in physical spaces can be encouraged by online interaction. This is possible via online games or other social activities convened via social networks that act as computer-supported ice-breakers among strangers, resulting in physical spaces becoming Third Places from time to time (Rogers and Brignull 2002;Yoon et al 2004). Another example is people organizing social gatherings among like-minded individuals, resulting in a "digital enthusiasm" (Gerbaudo 2016) that culminates in spikes of people engaging both online and offline, as often occurs in political demonstrations, such as in the Spanish 15-M Indignados movement of 2011.…”
Section: Exploring Social Activity Through Third Places: Concept and mentioning
confidence: 99%
“…In the third group, scholars point out that socialization in physical spaces can be encouraged by online interaction. This is possible via online games or other social activities convened via social networks that act as computer-supported ice-breakers among strangers, resulting in physical spaces becoming Third Places from time to time (Rogers and Brignull 2002;Yoon et al 2004). Another example is people organizing social gatherings among like-minded individuals, resulting in a "digital enthusiasm" (Gerbaudo 2016) that culminates in spikes of people engaging both online and offline, as often occurs in political demonstrations, such as in the Spanish 15-M Indignados movement of 2011.…”
Section: Exploring Social Activity Through Third Places: Concept and mentioning
confidence: 99%
“…FishPong (Yoon et al, 2004), for instance, is a collaborative and cooperative interactive game designed to serve as an icebreaker, enhancing people's social interaction. Cuesense (Olsson et al, 2015) is a wearable display that shows some of the user's social media content related to the person encountered.…”
Section: Solutions To Enrich Collocated Interactionsmentioning
confidence: 99%
“…al. [8] and Rogers & Brignull [1], but differs in that it does not necessitate the use of high cost projection devices.…”
Section: Playful Interactivitymentioning
confidence: 99%