Children's computer use in the home: isolation or sociation?
Social Science Computer Review
Mind at Play; The Psychology of Video Games
Mind at Play; The Psychology of Video Games
How computer gamers experience the game situation: a behavioral study
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
People, places, and play: player experience in a socio-spatial context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Out of sight, out of mind: co-player effects on seniors' player experience
Proceedings of the 3rd International Conference on Fun and Games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Senses working overtime: on sensuous experiences and public computer game play
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
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Game cafés are popping up in cities across Western Europe and are rapidly becoming popular places in the tangible world of the gamer. Compared to studies focused on Asia, motivations and activities of Western European visitors of game cafés are relatively unclear and not discussed in academic literature. Since understanding these motivations would contribute to explanations of why and how people play games, focus groups and contextual inquiries were organized with visitors of Dutch game cafés. The findings indicate that- similar to Asia - Western European game cafés can be seen as third places, a home base separate from home and work or school. Moreover, this research identifies why a game café and a virtual game world can both be regarded as a third place.