Social play spaces for active community engagement
aut.researcher | Connor, Andrew Miles | |
dc.contributor.author | Gavin, J | |
dc.contributor.author | Kenobi, B | |
dc.contributor.author | Connor, AM | |
dc.contributor.editor | Nesbitt, K | |
dc.contributor.editor | Blackmore, K | |
dc.date.accessioned | 2014-12-10T00:27:28Z | |
dc.date.available | 2014-12-10T00:27:28Z | |
dc.date.copyright | 2014-12-02 | |
dc.date.issued | 2014-12-02 | |
dc.description.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. | |
dc.identifier.citation | In IE2014 Proceedings of the 2014 Conference on Interactive Entertainment Pps 1-5. DOI:10.1145/2677758.2677789 | |
dc.identifier.doi | 10.1145/2677758.2677789 | |
dc.identifier.uri | https://hdl.handle.net/10292/8216 | |
dc.publisher | ACM | |
dc.relation.uri | http://dx.doi.org/10.1145/2677758.2677789 | |
dc.rights | © 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) | |
dc.rights.accessrights | OpenAccess | |
dc.subject | Tangible interfaces | |
dc.subject | Gaming | |
dc.subject | Social play | |
dc.subject | Game controllers | |
dc.title | Social play spaces for active community engagement | |
dc.type | Conference Contribution | |
pubs.elements-id | 173441 | |
pubs.organisational-data | /AUT | |
pubs.organisational-data | /AUT/Design & Creative Technologies |