People, Places, and Play: A research framework for digital game experience in a socio-spatial context


de Kort Yvonne A. W. IJsselsteijn Wijnand A. Gajadhar Brian J.
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

Electronic games frequently give rise to engaging and meaningful social interactions, both over the internet and in the real and tangible world of the gamer. This is the focus of the present paper, which explores digital gaming as a situated experience, shaped by socio-spatial contingencies. In particular we discuss how co-players, audience, and their spatial organization shape play and player experience. We present a framework describing social processes underlying situated social play experience and how these are shaped by the game’s socio-spatial context. The core of this framework describes various 'sociality characteristics', and discusses these both in terms of co-located and mediated social game settings.

 

Stealing from Grandma or Generating Cultural Knowledge? Contestations and Effects of Cheats in a Tween Virtual World


Fields Deborah A. Kafai Yasmin B.
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

Much research has described the various practices of gaining access and participation in multi-user game communities. Cheat websites that are a prominent part of the game culture and industry have been debated because of their illegitimate nature but received little attention in terms of their educational value. In this paper we analyze the cheat sites created by players for a tween virtual world called Whyville.net, which encourages youth ages 8-16 to participate in a range of social activities and play casual science games. Analysis of a sample of 257 cheat sites resulted in typologies for both the cheats and sites in terms of quality and quantity of science content. In addition we followed a particularly active cheat site over the course of eight months and investigated formal discussions of the Whyville community concerning cheating. Implications of these findings as cultural artifacts of the game community and as guides for designing informal online learning activities are discussed.#

 

Situated Play and Mobile Gaming


Grüter Barbara Oks Miriam
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

There is no other play than situated play. A game becomes situated via play activities. Without playing we have the mechanics of a game, the elements and the relations, the roles and the rules. Situated play emerges within playing when the skeleton becomes alive, the role becomes a person, and the abstract game system becomes a concrete unrepeatable gaming experience. For mobile games having permeable borders questioned permanently by everyday life circumstances the creation and recreation of the magic circle is decisive. At the core of the situated mobile play we found the relation of the player to herself, to the objective conditions, and to others.

 

Situated Play – Just a Temporary Blip?


Susi Tarja Rambusch Jana
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

In this paper we discuss how cognitive science may contribute to understanding the concepts of situatedness and situated play. While situatedness has become something of a catch-all term, it actually has several different meanings, ranging from “higher” social-cultural forms to “lower” sensori-motoric activities. We also discuss an often overlooked, but crucial aspect of situatedness, which is the use of external resources such as tools and their use. As will become apparent, a more thorough understanding of situatedness and tool use are key to understanding computer games and people’s everyday playing activities.

 

Your Second Selves: Resources, Agency, and Constraints in Avatar Designs and Identity Play in a Tween Virtual World


Kafai Yasmin B. Fields Deborah A. Cook Melissa S.
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

Avatars in online games and worlds are seen as players’ key representations in interactions with others. It is surprising then that this aspect of game play has not received much attention in research, in particular what concerns playergenerated avatars. In this paper, we investigate the avatar design and identity play within a large-scale tween virtual world called Whyville.net with more than 1.5 million registered players ages 8-16. One unique feature of Whyville is the player’s ability to customize one’s avatar with various face parts and accessories, all designed and sold by other players in Whyville. Our findings report on the expressive resources available for avatar construction, individual tween players’ choices and rationales in creating their avatars, and online postings about avatar design in the community at large. With the growing interest in playergenerated content for online worlds such as Second Life, our discussion will address the role of avatars in identity play and self-representation as well as the social issues that arise within the game world.