Media spaces: bringing people together in a video, audio, and computing environment
Communications of the ACM
Design for individuals, design for groups: tradeoffs between power and workspace awareness
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
Local use and sharing of mobile phones
Wireless world
International Journal of Human-Computer Studies - Special issue on Awareness and the WWW
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
DPPI '03 Proceedings of the 2003 international conference on Designing pleasurable products and interfaces
A new era in human computer interaction: the challenges of technology as a social proxy
Proceedings of the Latin American conference on Human-computer interaction
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Community: from neighborhood to network
Communications of the ACM - The digital society
Designing for social interaction: an experimental design research project
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Media spaces: past visions, current realities, future promise
CHI '08 Extended Abstracts on Human Factors in Computing Systems
The individual and the group in console gaming
Proceedings of the 2010 ACM conference on Computer supported cooperative work
Enabling 'togetherness' in high-quality domestic video
Proceedings of the 20th ACM international conference on Multimedia
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As everyday Internet use has become pervasive and natural, people use it effortlessly to find new acquaintances and nurture existing relationships. In this sense, Internet use can mimic and expand everyday social behavior from real life. However, in real life we often participate in gatherings with others not only as individuals but also as part of a group, for instance a family. Social gatherings involving several groups reinforces not only the individual network, but also the group-to-group relationships, adding another layer to social life. Our social identities, our "us"-feelings, are thus developed and enhanced. While there are numerous Internet-based tools and services for nurturing the individual's network, in analogy to real life, group-level interactions are barely touched upon. We explore some basic considerations for how computer-mediated communication systems could help nurturing group-to-group relationships, and how group, rather than individual, interaction with devices can be addressed in interaction design. Finally, we explore why games and gameplay might particularly well suited to motivate use of such systems. These issues will be the main focus of the TA2 (Together Anywhere, Together Anytime) research project.