Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play 2021
DOI: 10.1145/3450337.3483469
|View full text |Cite
|
Sign up to set email alerts
|

Toward a Design Theory of Game-Mediated Social Experiences - A Study of Among Us

Abstract: The COVID-19 pandemic has greatly affected face-to-face social interaction with and among relational partners -relatives, friends, and others. Prior to the pandemic, many people relied on face-toface social play experiences to help them maintain relationships and satisfy relatedness needs. However, growing coronavirus-related concerns have made such activities unwelcome or inaccessible, leading many to turn to technology-mediated experiences, as a safer alternative means of supporting recreational play with no… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

0
5
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
5
1

Relationship

1
5

Authors

Journals

citations
Cited by 7 publications
(5 citation statements)
references
References 18 publications
(18 reference statements)
0
5
0
Order By: Relevance
“…However, little is known how widespread their use is and whether people engaged with these types of games when playing remotely during the pandemic. COVID-19 and the lockdowns forced people to try new ways of communicating, including new ways to play games together at a distance [14]. Unlike other studies conducted in this area that focus on a single game media (e.g.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…However, little is known how widespread their use is and whether people engaged with these types of games when playing remotely during the pandemic. COVID-19 and the lockdowns forced people to try new ways of communicating, including new ways to play games together at a distance [14]. Unlike other studies conducted in this area that focus on a single game media (e.g.…”
Section: Related Workmentioning
confidence: 99%
“…In response to these changes, researchers have explored the use of videogames to cope with the pandemic [7,14,18], how games could support remote outdoor activities [13] or how digital games have been used as a medium to help move in-person events and celebrations to digital worlds [16]. However, the research has been limited to studying digital games, with little attention to the impact of forcing other game nights to the online medium.…”
Section: Introductionmentioning
confidence: 99%
“…Social media has become a ubiquitous part of our daily lives. People use social media to communicate with others beyond geographical borders [5], share information, form networks of relationships, discuss common interests [11], and express their opinions. Hence, there is a lot of information from various demographics with different perspectives worldwide on social media platforms.…”
Section: Introductionmentioning
confidence: 99%
“…Communication has also evolved in multiple ways and formats in the digital age and remote life. With the advancement of technology, people have fewer face-to-face interactions and leverage modern communication methods to stay connected [4,11]. For instance, social media revolutionized how information is disseminated and how successfully people communicate [1].…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation