{"title":"Differentiated Participation in Social Videogaming","authors":"J. Downs, F. Vetere, Wally Smith","doi":"10.1145/2838739.2838777","DOIUrl":null,"url":null,"abstract":"Social videogaming provides opportunities for individuals not only to engage directly in active gameplay but also to interact indirectly from the sidelines. We present a study of the differentiated nature of participation in gaming based on field observations of six families playing physical videogames in their homes. Building on existing theoretical frameworks, we distinguish three kinds of durable roles: players, audience members and bystanders. Going beyond this, we also identify a rich variety of spontaneous and ephemeral roles among the audience: spectators, orchestrators, managers, coaches, directors, puppeteers, commentators, hecklers, supporters, documenters, shadow players, and cheerleaders. We argue that through this richer understanding of the differentiated nature of participation in videogaming, designers might expand the reach of their games and respond to the potential for new experiences in the broad situation of domestic gaming.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2838739.2838777","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 13
Abstract
Social videogaming provides opportunities for individuals not only to engage directly in active gameplay but also to interact indirectly from the sidelines. We present a study of the differentiated nature of participation in gaming based on field observations of six families playing physical videogames in their homes. Building on existing theoretical frameworks, we distinguish three kinds of durable roles: players, audience members and bystanders. Going beyond this, we also identify a rich variety of spontaneous and ephemeral roles among the audience: spectators, orchestrators, managers, coaches, directors, puppeteers, commentators, hecklers, supporters, documenters, shadow players, and cheerleaders. We argue that through this richer understanding of the differentiated nature of participation in videogaming, designers might expand the reach of their games and respond to the potential for new experiences in the broad situation of domestic gaming.