The Appropriation of Interactive Technologies: Some Lessons from Placeless Documents
Computer Supported Cooperative Work
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Defining grief play in MMORPGs: player and developer perceptions
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Designing Virtual Worlds
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
BCS-HCI '07 Proceedings of the 21st British HCI Group Annual Conference on People and Computers: HCI...but not as we know it - Volume 2
Designing a technological playground: a field study of the emergence of play in household messaging
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Graffito: crowd-based performative interaction at festivals
CHI '11 Extended Abstracts on Human Factors in Computing Systems
CHI '12 Extended Abstracts on Human Factors in Computing Systems
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Design considerations for after death: comparing the affordances of three online platforms
Proceedings of the 24th Australian Computer-Human Interaction Conference
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In this paper, we explore the role of mischief as borderline socially acceptable behaviour within social computing applications. Mischievous activity pushes the boundaries of the implicit social contract present in all online social systems, and, we argue, is of vital importance understanding online social interactions. Using examples from games and other applications, we explore mischief as an act of appropriation, which reinterprets mechanics defined by developers in unexpected and sometimes upsetting ways. Although frequently interpreted as negative and anti-social behaviour, we argue that mischief serves a vital social role, and find surprising richness in the chaos.