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Communications of the ACM
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CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Practically accomplishing immersion: cooperation in and for virtual environments
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Computers and other interactive technologies for the home
Communications of the ACM
Computing, Social Activity, and Entertainment: A Field Study of a Game MUD
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
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ACM Transactions on Computer-Human Interaction (TOCHI)
Going wireless: behavior & practice of new mobile phone users
CSCW '00 Proceedings of the 2000 ACM conference on Computer supported cooperative work
Inhabited television: broadcasting interaction from within collaborative virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
Breaking up is hard to do: family perspectives on the future of the home PC
International Journal of Human-Computer Studies
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Conversation and Community: Chat in a Virtual World
Conversation and Community: Chat in a Virtual World
Instant messaging in teen life
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
Revisiting the visit:: understanding how technology can shape the museum visit
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Importance of Homes in Technology Research
CoBuild '99 Proceedings of the Second International Workshop on Cooperative Buildings, Integrating Information, Organization, and Architecture
At Home with Ubiquitous Computing: Seven Challenges
UbiComp '01 Proceedings of the 3rd international conference on Ubiquitous Computing
Inside the Smart House
Domestic Routines and Design for the Home
Computer Supported Cooperative Work
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Collaborating around collections: informing the continued development of photoware
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Words about Images: Coordinating Community in Amateur Photography
Computer Supported Cooperative Work
Designing the spectator experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Making by making strange: Defamiliarization and the design of domestic technologies
ACM Transactions on Computer-Human Interaction (TOCHI)
Informing the development of calendar systems for domestic use
ECSCW'03 Proceedings of the eighth conference on European Conference on Computer Supported Cooperative Work
The work to make a home network work
ECSCW'05 Proceedings of the ninth conference on European Conference on Computer Supported Cooperative Work
Wii all play: the console game as a computational meeting place
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Street fighter IV: braggadocio off and on-line
Proceedings of the 2010 ACM conference on Computer supported cooperative work
The individual and the group in console gaming
Proceedings of the 2010 ACM conference on Computer supported cooperative work
Infrastructural experiences: an empirical study of an online arcade game platform in China
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Proceedings of the 6th International Conference on Foundations of Digital Games
Social comics: a casual authoring game
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Cell phone puppets: turning mobile phones into performing objects
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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Physical gaming is a genre of computer games that has recently been made available for the home. But what does it mean to bring games home that were originally designed for play in the arcade? This paper describes an empirical study that looks at physical gaming and how it finds its place in the home. We discuss the findings from this study by organizing them around four topics: the adoption of the game, its unique spatial needs, the tension between visibility and availability of the game, and what it means to play among what we describe as the gaming circle, or players and non-players alike. Finally, we discuss how physical gaming in the home surfaces questions and issues for householders and researchers around adoption, gender and both space and place.