Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era 2009
DOI: 10.1145/1621841.1621857
|View full text |Cite
|
Sign up to set email alerts
|

The many faces of sociability and social play in games

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

1
34
0
3

Year Published

2010
2010
2021
2021

Publication Types

Select...
4
3
2

Relationship

0
9

Authors

Journals

citations
Cited by 67 publications
(38 citation statements)
references
References 8 publications
1
34
0
3
Order By: Relevance
“…In adding games and applications that others are using, these users may fulfil their need for social searching by forging common ground with those in their social network. Games and applications may also offer an opportunity for sociability centred on player's performance (Stenros et al, 2009). The decline of importance in games and applications may result from users' familiarisation with more prevalent norms of identity expression supported through photographs.…”
Section: Experience Of Usementioning
confidence: 99%
“…In adding games and applications that others are using, these users may fulfil their need for social searching by forging common ground with those in their social network. Games and applications may also offer an opportunity for sociability centred on player's performance (Stenros et al, 2009). The decline of importance in games and applications may result from users' familiarisation with more prevalent norms of identity expression supported through photographs.…”
Section: Experience Of Usementioning
confidence: 99%
“…The authors note that more arousing games are perceived as more enjoyable [10]. Wehbe et al [11] also used HFAA as an indicator of arousal in the context of player experience. Since HFAA is multivalent, the study compared the data to a secondary measure to anchor the results.…”
Section: Related Workmentioning
confidence: 99%
“…Thus, investigators are able to study co-located multiplayer settings and control for the contextual presence of a non-player attending to the game. By comparing these conditions, the paper seeks to investigate whether experiential effects are due to the physical presence of another person, or if self-reported differences are caused by factors in multiplayer interaction with either a computer-controlled character or human player [11].…”
Section: Introductionmentioning
confidence: 99%
“…Stenros et al argued that it is necessary to distinguish the difference between sociability vis-a-vis the playing of a game and the social play mediated by the game [10].…”
Section: B Related Workmentioning
confidence: 99%