Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play 2020
DOI: 10.1145/3383668.3419886
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Playing Together while Apart

Abstract: Sharing recreational experiences with loved ones can improve wellbeing, experience enjoyment, relationship quality, and feelings of closeness. Despite these benefits, study participants report numerous barriers to shared recreation with loved ones. Among others, these include differences in recreational preferences and safety measures associated with the Coronavirus disease (COVID-19). In this paper we examine how loved ones use, and wish to use, technology to play together while apart. We take into account re… Show more

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Cited by 5 publications
(4 citation statements)
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“…This study not only advances our understanding of the escapism phenomenon and how it can be enacted during a crisis through play, but also contributes to research on the usage of video games during difficult life moments, which has mostly focused on the emotional and social benefits of games (Reinecke et al, 2012;Bowman & Tamborini, 2015;Collins & Cox, 2013;Russoniello et al, 2013;Banks & Cole, 2016;Iacovides & Mekler, 2019Ji & Nishino, 2020Haqq & McCrickard, 2020), by pinpointing also their positive spatial and temporal impacts. In other words, this research shows the "richness" and "complexity" of commercial video games when they are used to escape from reality and describes the complex interplay occurring between playing and the different unsatisfying aspects of people's everyday life, like the sense of time and the daily routines, the social interactions within and outside the household, the emotions of tension, fear, and gloominess, and the everyday movements and sense of space.…”
Section: Figure 9 Herementioning
confidence: 89%
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“…This study not only advances our understanding of the escapism phenomenon and how it can be enacted during a crisis through play, but also contributes to research on the usage of video games during difficult life moments, which has mostly focused on the emotional and social benefits of games (Reinecke et al, 2012;Bowman & Tamborini, 2015;Collins & Cox, 2013;Russoniello et al, 2013;Banks & Cole, 2016;Iacovides & Mekler, 2019Ji & Nishino, 2020Haqq & McCrickard, 2020), by pinpointing also their positive spatial and temporal impacts. In other words, this research shows the "richness" and "complexity" of commercial video games when they are used to escape from reality and describes the complex interplay occurring between playing and the different unsatisfying aspects of people's everyday life, like the sense of time and the daily routines, the social interactions within and outside the household, the emotions of tension, fear, and gloominess, and the everyday movements and sense of space.…”
Section: Figure 9 Herementioning
confidence: 89%
“…Within HCI, in line with previous research on video game and crises, particular attention has been devoted to the development of ad hoc designed video games, thought of as a good way to cope with stress and to maintain social bonds during the pandemic: Haqq & McCrickard (2020) designed a game that enables partners to play together while apart; likewise, Ji & Nishino (2020) developed a "healing game", whose objective is to elicit a calm, relaxed emotional state. Researchers also studied how specific kinds of games have been adapted to the new conditions engendered by COVID-19.…”
Section: Technology Video Games and Covid-19mentioning
confidence: 99%
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