Hackers: heroes of the computer revolution
Hackers: heroes of the computer revolution
Remediation: understanding new media
Remediation: understanding new media
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Less cyber, more café: enhancing existing small businesses across the digital divide with ICTs
Information Technology for Development
People, places, and play: player experience in a socio-spatial context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A hybrid cultural ecology: world of warcraft in China
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Where everybody knows your game: the appeal and function of game cafés in western Europe
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
ICTD'09 Proceedings of the 3rd international conference on Information and communication technologies and development
This is how we play it: what a mega-LAN can teach us about games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
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In this article we will discuss players' experience of computer games in terms of sight, sound, taste, smell, and touch. We discuss how senses shape and give meaning to players' game play experiences in the game café and a mass LAN party. We also discuss how the social environments in which games are played impact on the experience of playing games. The data is drawn on a field study of public gameplay in a game café and a mass LAN party in Sweden. We conclude by highlighting that the social atmosphere is key to understanding public game play experiences.