Voida, AmyGreenberg, Saul2008-09-252008-09-252008-09-25http://hdl.handle.net/1880/46790In this paper, we present results from a qualitative empirical study of collocated group console gaming. We focus on motivations for, perceptions of, and practices surrounding the shared use of console games by a variety of established groups of gamers. These groups include both intragenerational groups of youth, adults, and elders as well as intergenerational families. Our analysis highlights the numerous ways in which console games serve as a computational meeting place for a diverse population of gamers.engHuman FactorsDesignTheoryWii, Xbox360, Playstation, PS2, PS3, Gamecube, Video games, Console Games, Digital Hearth, Computational Meeting PlaceWii All Play: The Console Game as a Computational Meeting Placetechnical report2008-912-2510.11575/PRISM/30814