Representing the user: notes on the disciplinary rhetoric of human-computer interaction
The social and interactional dimensions of human-computer interfaces
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Let's Get Physical! In, Out and Around the Gaming Circle of Physical Gaming at Home
Computer Supported Cooperative Work
Performing perception—staging aesthetics of interaction
ACM Transactions on Computer-Human Interaction (TOCHI)
Wii all play: the console game as a computational meeting place
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Starcraft from the stands: understanding the game spectator
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Infrastructural experiences: an empirical study of an online arcade game platform in China
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Designing online games for real-life relationships: examining QQ farm in intergenerational play
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Virtual spectating: hearing beyond the video arcade
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Stories of the Smartphone in everyday discourse: conflict, tension & instability
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hi-index | 0.00 |
In its heyday, the video arcade was a social scene to prove one's video gaming prowess. The introduction of a revolutionary head-to-head fighting game called "Street Fighter II" in 1991 ushered in an era of competitive video gaming with unparalleled complexity. An influx of copy-cat games and the arrival of consoles with capabilities rivaling coin-ops led to the arcade's demise. However, the release of "Street Fighter IV" (SF4) has brought about a revival. I report on the cultural practices of hardcore gaming that have revolved around SF4. SF4's release on both the console (which enables fighting others online) and the arcade has engendered a new set of challenges in constructing what it means to be competitive and legitimate in the world of head-to-head fighting games. I observe that the "enrolment" of an ecology of technological artifacts allows players to translate braggadocio from the arcade, a central phenomenon in competitive gaming.