Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/2658537.2658686acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
research-article

Screen ecologies, multi-gaming and designing for different registers of engagement

Published: 19 October 2014 Publication History

Abstract

In this paper, we propose the notion of screen ecologies and argue for its importance in the study of contemporary digital game play. We draw on findings from a range of studies to highlight the interplay between screen ecologies, game design, and registers of engagement. We discuss how game play is increasingly mediated by multiple screen configurations, and in turn, how the design of different games are suited to or appropriated within these different screen ecologies. From this analysis we propose a number of modalities of game-engagement that we argue will assist further HCI research into game design and player experience research.

References

[1]
Apperley, T. & Jayemanne, D. Game studies' material turn. Westminster Papers in Communication and Culture, 9, 1 (2012), 5--25.
[2]
Australian Centre for Broadband Innovation. Broadband Connected Homes: Opportunities for Developing Broadband Applications and Services. (2012)
[3]
Australian Communications and Media Authority. Digital Australians: Expectations about Media Content in a Converging Media Environment (2011).
[4]
Brown, A. et al. HCI over multiple screens. In Proc. CHI EA'14, ACM Press (2014), 665--675.
[5]
Carter, M., Gibbs, M. & Arnold, M. Avatars, Characters, Users and Players: Multiple Identities at/in Play. In Proc. ozCHI'12, ACM Press (2012), 68--71.
[6]
Carter, M., Wadley, G. & Gibbs, M. "Friendly! Don't Shoot!: How Communication Design can Create Novel Social Interactions. In Proc. ozCHI'12, ACM Press (2012), 72--75.
[7]
Carter, M., Gibbs, M. & Wadley, G. Death and Dying in DayZ. In Proc. IE'13, ACM Press, (2013).
[8]
Carter, M. Massively Multiplayer Dark Play: Treacherous Play in EVE Online. In T. Mortensen & J. Linderoth (Eds.), The Dark Side of Game Play, (2014) London: Routledge. {forthcoming}
[9]
Carter, M. & Björk, S. Cheating in Candy Crush Saga. {under review}.
[10]
Ducheneaut, N. et al. Alone Together? Exploring the Social Dynamics of Massively Multiplayer Online Games. In Proc. CHI'06, ACM Press (2006), 407--416.
[11]
Grudin, J. Partitioning Digital Worlds: Focal and Peripheral Awareness in Multiple Monitor Use. In Proc. CHI'01, ACM Press (2001), 485--465.
[12]
Holmes, M., Josephson, S. & Carnet, R. Visual attention to television programs with a second-screen application. In Proc. Eye Tracking Research and Applications, ACM Press (2012), 397--400.
[13]
Jones, B. et. al. IllumiRoom: Peripheral Projected Illusions for Interactive Experiences. In Proc. CHI 2013. ACM Press (2013).
[14]
Judge, T. & Neustaedter, C. Sharing Conversation and Sharing Life: Video Conferencing in the Home. In Proc. CHI'10, ACM Press (2010), 655--658.
[15]
Kauko, J. & Häkkilä, J. Shared-Screen Social Gaming with Portable Devices. In Proc. MobileHCI'10, ACM Press (2010), 317--325.
[16]
Keogh, B. Across Worlds and Bodies: Criticism in the Age of Video Games. Journal of Games Criticism 1, 1 (2014).
[17]
Livingston, I.J. et al. How players value their characters in World of Warcraft. In Proc. CSCW'14, ACM Press (2014), 1333--1343.
[18]
Macaranas, A. et al. Sharing Experiences over Video: watching video programs together at a distance. Human Computer Interaction -- INTERACT 2013, Springer (2013), 73--90.
[19]
Mackinlay, J. & Heer, J. Wideband Displays: Mitigating Multiple Monitor Seams. In Proc.CHI EA'04, ACM Press (2004), 1521--1524.
[20]
Nansen, B. Exertion Gaming as Kinaesthetic Technicity. Second Nature: International Journal of Creative Media 1,2 (2009), 64--91.
[21]
Nansen, B. Parental intermediation on YouTube: From moderating to modulating children's digital culture. Proceedings of Childhood conference. Interdisciplinary Press, (2014, forthcoming).
[22]
Nansen, B., Arnold, M., Wilken, R. & Gibbs, M. Broadbanding Brunswick: High-speed Broadband and Household Media Ecologies. (2013), Sydney: ACCAN.
[23]
Nardi, B, & Harris, J. Strangers and Friends: Collaborative Play in World of Warcraft. In Proc. CSCW'06, ACM Press (2006), 149--158.
[24]
Norman, K. et. al. Cognitive Layours of Windows and Multiple Screens for User Interfaces. Int. Journal of Man-Machine Studies 25, 2 (1986), 229--248.
[25]
Oztam. Australian Multi-Screen Report, quarter 1 (2013).
[26]
Pargman, D. and Jakobsson, P. Do you believe in magic? Computer games in everyday life. European Journal of Cultural Studies 11, 2 (2008), 225--246.
[27]
Paul, C. Wordplay and the Discourse of Videogames. London: Routledge, (2012).
[28]
Tran, M. H., Craick, J., Yang, Y. & Raikundalia, G.Dual Monitors Support Group Awareness in Multiplayer Computer Games. In Proc. ozCHI'04, ACM Press (2004), 231--235.
[29]
Wilken, R, Arnold, M, Nansen, B, and Gibbs, M. National, Local and Household Media Ecologies: The Case of Australia's National Broadband Network. Communication, Politics & Culture 46, 2 (2014)
[30]
Yee, N., Ducheneaut, N. & Nelson, L. Introverted Elves & Concientious Gnomes: the expression of personality in World of Warcraft. In Proc. CHI'11, ACM Press (2011), 753--762.
[31]
Zagal, Z, Björk, S. & Lewis, C. Dark Patterns in the Design of Games. In Proc. FDG'13, SASDG (2013), 39--46.

Cited By

View all
  • (2024)Idle Games: A Cozy Genre Turned ExploitativeReplay. The Polish Journal of Game Studies10.18778/2391-8551.12.0212:1(73-86)Online publication date: 29-Nov-2024
  • (2024)"Wichita 1-1, Fox Three" - The Role of 3D Telemetry Analysis in Combat Flight SimulationProceedings of the ACM on Human-Computer Interaction10.1145/36771148:CHI PLAY(1-27)Online publication date: 15-Oct-2024
  • (2021)Reddit Gaming Communities During Times of TransitionSocial Media + Society10.1177/205630512110101677:2Online publication date: 12-Apr-2021
  • Show More Cited By

Index Terms

  1. Screen ecologies, multi-gaming and designing for different registers of engagement

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
    October 2014
    492 pages
    ISBN:9781450330145
    DOI:10.1145/2658537
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 19 October 2014

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. candy crush
    2. dayz
    3. engagement
    4. eve online
    5. games
    6. multi-gaming
    7. play
    8. screen ecology
    9. world of warcraft

    Qualifiers

    • Research-article

    Funding Sources

    Conference

    CHI PLAY '14
    Sponsor:

    Acceptance Rates

    CHI PLAY '14 Paper Acceptance Rate 30 of 104 submissions, 29%;
    Overall Acceptance Rate 421 of 1,386 submissions, 30%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)28
    • Downloads (Last 6 weeks)0
    Reflects downloads up to 25 Jan 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Idle Games: A Cozy Genre Turned ExploitativeReplay. The Polish Journal of Game Studies10.18778/2391-8551.12.0212:1(73-86)Online publication date: 29-Nov-2024
    • (2024)"Wichita 1-1, Fox Three" - The Role of 3D Telemetry Analysis in Combat Flight SimulationProceedings of the ACM on Human-Computer Interaction10.1145/36771148:CHI PLAY(1-27)Online publication date: 15-Oct-2024
    • (2021)Reddit Gaming Communities During Times of TransitionSocial Media + Society10.1177/205630512110101677:2Online publication date: 12-Apr-2021
    • (2021)Off-Peak: An Examination of Ordinary Player ExperienceProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445230(1-12)Online publication date: 6-May-2021
    • (2017)Cross-device mediaPersonal and Ubiquitous Computing10.1007/s00779-017-1016-221:2(391-405)Online publication date: 1-Apr-2017
    • (2015)Voice in Virtual WorldsHuman-Computer Interaction10.1080/07370024.2014.98734630:3-4(336-365)Online publication date: 1-May-2015

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media