A Gameroom of Our Own: Exploring the Domestic Gaming Environment

dc.contributor.authorVoida, Aeng
dc.contributor.authorGreenberg, S.eng
dc.date.accessioned2010-07-02T20:31:19Z
dc.date.available2010-07-02
dc.date.issued2010-07-02
dc.description.abstractDigital gaming plays out within different environments—from arcades to virtual worlds to the family living room. Each of these gaming environments offer different constraints and affordances for gaming. As gaming environments change, so do the kinds of games people play, the populations of gamers that gather, and the social interactions surrounding gaming. In this paper, we explore the domestic gaming environment. We examine data that suggests that the domestic environment is now the most common environment for gaming. We characterize existing domestic gaming environments and contrast these gaming environments with participants visions of their ideal gaming environment; these findings suggest that the participants in this study wanted gaming environments that would embody a technologically mediated hospitality.eng
dc.description.refereedNoeng
dc.identifier.department2010-961-10eng
dc.identifier.doihttp://dx.doi.org/10.11575/PRISM/30635
dc.identifier.urihttp://hdl.handle.net/1880/47934
dc.language.isoengeng
dc.publisher.corporateUniversity of Calgaryeng
dc.publisher.facultyScienceeng
dc.subjectCollaborative Computingeng
dc.subjectHuman factorseng
dc.subjectDesigneng
dc.subjectConsole Gameseng
dc.subject.otherInformation Interfaces and Presentation, Group Organization Interfaces - collaborative Computingeng
dc.titleA Gameroom of Our Own: Exploring the Domestic Gaming Environmenteng
dc.typetechnical reporteng
thesis.degree.disciplineComputer Scienceeng
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