Introduction: The State of Play
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
Computing, Social Activity, and Entertainment: A Field Study of a Game MUD
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
Pirates: proximity-triggered interaction in a multi-player game
CHI '01 Extended Abstracts on Human Factors in Computing Systems
Wireless Games - Review and Experiment
PROFES '02 Proceedings of the 4th International Conference on Product Focused Software Process Improvement
Designing the spectator experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Playability heuristics for mobile games
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Presence: Teleoperators and Virtual Environments
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Picking pockets on the lawn: the development of tactics and strategies in a mobile game
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
BragFish: exploring physical and social interaction in co-located handheld augmented reality games
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Wii all play: the console game as a computational meeting place
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Codex: a dual screen tablet computer
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Enabling Pervasive Collaboration with Platform Composition
Pervasive '09 Proceedings of the 7th International Conference on Pervasive Computing
Art of defense: a collaborative handheld augmented reality board game
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Mobile Technology for Children: Designing for Interaction and Learning
Mobile Technology for Children: Designing for Interaction and Learning
Bridging Media with the Help of Players
ICIDS '09 Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
The individual and the group in console gaming
Proceedings of the 2010 ACM conference on Computer supported cooperative work
Shared-screen social gaming with portable devices
Proceedings of the 12th international conference on Human computer interaction with mobile devices and services
African American men constructing computing identity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing and evaluating mobile systems for collocated group use
Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services
Brothers and sisters at play: exploring game play with siblings
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
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Today's handheld gaming systems allow players to engage in multiplayer games via ad-hoc, wireless networking. They are also now sufficiently commonplace that it is possible to study how portability and ad-hoc wireless networking have affected the social gaming practices of owners of these systems. In this paper, we report findings from a qualitative study investigating the collocated multiplayer gaming practices of Nintendo DS owners. Based on interviews of nine DS owners and observations of three organized gaming events, we identified three major themes surrounding the social, multiplayer gaming practices of Nintendo DS users: renegade gaming, or the notion that users reappropriate contexts traditionally hostile to game play; pragmatic and social barriers to the formation of ad-hoc pick-up games, despite a clear desire for multiplayer, collocated gaming; and private gaming spheres, or the observation that the handheld device's form factor creates individual, privatized gaming contexts within larger social contexts. These findings lead to a set of implications for the design of future handheld gaming systems.