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Social play spaces for active community engagement

Gavin, J; Kenobi, B; Connor, AM
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social_play_ie2014_preprint.pdf (332.5Kb)
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http://hdl.handle.net/10292/8216
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Abstract
This paper puts forward the perspective that social play spaces are opportunities to utilise both technology and body for the benefit of community culture and engagement. Co-located social gaming coupled with tangible interfaces offer active participant engagement and the development of the local video game scene. This paper includes a descriptive account of Rabble Room Arcade, an experimental social event combining custom-built physical interface devices and multiplayer video games.
Keywords
Tangible interfaces; Gaming; Social play; Game controllers
Date
December 2, 2014
Source
In IE2014 Proceedings of the 2014 Conference on Interactive Entertainment Pps 1-5. DOI:10.1145/2677758.2677789
Item Type
Conference Contribution
Publisher
ACM
DOI
10.1145/2677758.2677789
Publisher's Version
http://dx.doi.org/10.1145/2677758.2677789
Rights Statement
© ACM, 2014. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in PUBLICATION (see Citation), (see Publisher’s Version)

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