6 research outputs found

    A three person poncho and a set of maracas:designing Ola De La Vida, a co-located social play computer game

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    Events that bring people together to play video games as a social experience are growing in popularity across the western world. Amongst these events are ‘play parties,’ temporary social play environments which create unique shared play experiences for attendees unlike anything they could experience elsewhere. This paper explores co-located play experience design and proposes that social play games can lead to the formation of temporary play communities. These communities may last for a single gameplay session, for a whole event, or beyond the event. The paper analyses games designed or enhanced by social play contexts and evaluates a social play game, Ola de la Vida. The research findings suggest that social play games can foster community through the design of game play within the game itself, through curation which enhances their social potential, and through design for ‘semi-spectatorship’, which blurs the boundaries between player and spectator thus widening the game’s magic circle

    Social gaming: A systematic review

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    Digital games often constitute a shared activity where people can spend time together, communicate and socialize. Several commercial titles place social interaction at the center of their design. Prior works have investigated the social outcomes of gaming, and factors that impact the experience. Yet, we lack a comprehensive understanding of how social gaming has been approached and explored before. In this work, we present a systematic review covering 263 publications, gathered in February 2021, that study gaming experiences involving more than one person, with a focus on the social element that emerges among partakers (players and/or spectators). We contribute with a systematized understanding of (1) how the topic is being defined and approached, (2) what facets (mainly in terms of outcomes and determinants of the experience) are being acknowledged and (3) the methodologies leveraged to examine these. Our analysis, based on mixed deductive and inductive coding, reveals relevant gaps and tendencies, including (1) the emphasis in novel technologies and unconventional games, (2) the apparent negligence of player diversity, and (3) lower ecological validity associated with totally mediated evaluations and a lack of established constructs to assess social outcomes

    Playing games together

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    遊戲「直播」間?遊戲化對直播持續使用意圖之影響

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    [[abstract]]隨著直播市場的蓬勃發展,如何在眾多的直播平台中脫穎而出,提升觀眾的參與度及持續使用意圖,已經成為直播平台業者高度重視的議題。過去直播相關文獻,大多著重於直播的技術層面,較少從觀眾的觀點出發,探討直播平台互動機制對於觀眾使用意圖之影響。因此,本研究以遊戲化理論中的Mechanics, Dynamics, Emotions(MDE)架構為基礎,探討遊戲化機制對於觀眾持續使用直播意圖之影響。透過網路問卷調查,共回收520份有效問卷,研究結果顯示遊戲化機制對於即時互動與沉浸有正向顯著影響;即時互動對沉浸與歸屬感有正向顯著影響;沉浸對於歸屬感有正向顯著影響,歸屬感會進一步提升觀眾的持續使用意圖。此外,高感知自主對歸屬感影響持續使用意圖方面具有干擾效果。本研究結果將作為直播平台業者執行策略時之參考。[[notice]]補正完

    Supporting improvised games for young people in public spaces

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    PhD ThesisResearchers looking at technologically mediated play and games have explored how games can be taken away from the computer screen and played in outdoor spaces. This has resulted in new pervasive games that benefit from the opportunities for rich social and physical interaction in new mobile contexts. However, we have only just begun to explore these opportunities; game designs should bring young people together in these new contexts in play that is appropriate, meaningful, and can be enjoyed on their own mobile devices. The research in this thesis explores how game designers and interaction designers can design more playful mobile games for young people that can be played together in public spaces. This work draws upon a research through design approach that has been informed by the researcher’s own practice of game design and working co-creatively with custodians of public spaces. The contributions are based on the analysis of empirical data collected from two case studies in a community library and a country house, while additionally drawing upon three further game designs made in collaborations with other partners. This work contributes a game design framework that provides an approach, a step by step method, guidelines and a software library for making mobile games with more open, spontaneous, and improvised styles of play. The mobile games are designed with and based on a simplistic game system that presents digital playing cards to provide the game structure and bound play, while the mobile device is also used to configure the play space and sustain play. The intention is to provide designers with a practical and evidence-based approach to designing digital games for new mobile contexts. This work will appeal to game designers who are motivated by an interest in play and playfulness that will resonate with our childhood memories of play.UK AHRC KE Hub for the Creative Economy (ref: AH/J005150/1 Creative Exchange

    Designing for social play in co-located mobile games

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    In this paper we explore how mobile devices and co-location in mobile contexts contribute social play in game design, addressing the limited understanding of social interactivity in mobile games. Using the Mechanics-Dynamics-Aesthetics (MDA) framework, we code four games illustrating effective use of mobile, social, and co-located elements. Subsequently, we analyse and discuss this data to identify generalisability in these games. In our discussion we identify how these findings address game design problems of designing collaborative games. Furthermore, we contribute to theory of designing for social play from the perspectives of co-located mobile contexts in game design by identifying how mobility: (1) affords co-locating with other players in public spaces, (2) supports physical interactions using spatial context and players bodies, extending games beyond their formal system, (3) supports asymmetric design with information and interaction. Finally we contribute the concept of a pocket magic circle, a particular magic circle, to support a focus on game design leveraging these intersecting properties
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