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Article

CSCW at play: 'there' as a collaborative virtual environment

Published: 06 November 2004 Publication History

Abstract

Video games are of increasing importance, both as a cultural phenomenon and as an application of collaborative technology. In particular, many recent online games feature persistent collaborative virtual environments (CVEs), with complex social organisation and strong social bonds between players. This paper presents a study of <i>'There'</i>, one such game, focusing on how <i>There</i> has been appropriated by its players. In particular we describe how its flexibility has allowed players to develop their own forms of play within the game. Three aspects of <i>There</i> are discussed: first, how the environment supports a range of social activities around objects. Second, how the chat environment is used to produce overlapping chat and how the game itself provides topics for conversation. Lastly, how the 'place' of <i>There</i> is a fluid interaction space that supports safe interactions between strangers. The paper concludes by drawing design lessons concerning the importance of supporting shared online activity, interaction between strangers, and the difficulties of designing for play.

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cover image ACM Conferences
CSCW '04: Proceedings of the 2004 ACM conference on Computer supported cooperative work
November 2004
644 pages
ISBN:1581138105
DOI:10.1145/1031607
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 ACM 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]

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Publication History

Published: 06 November 2004

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Author Tags

  1. CVEs
  2. entertainment
  3. ethnography
  4. games

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CSCW04
CSCW04: Computer Supported Cooperative Work
November 6 - 10, 2004
Illinois, Chicago, USA

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CSCW '04 Paper Acceptance Rate 53 of 176 submissions, 30%;
Overall Acceptance Rate 2,235 of 8,521 submissions, 26%

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  • (2024)Games and Play SIG at CSCW: Approaching Games Research from a CSCW PerspectiveCompanion Publication of the 2024 Conference on Computer-Supported Cooperative Work and Social Computing10.1145/3678884.3687144(666-668)Online publication date: 11-Nov-2024
  • (2024)A Game of Love for Women: Social Support in Otome Game Mr. Love: Queen’s Choice in ChinaProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642306(1-15)Online publication date: 11-May-2024
  • (2024)Feasibility and performance enhancement of collaborative control of unmanned ground vehicles via virtual realityPersonal and Ubiquitous Computing10.1007/s00779-024-01799-428:3-4(579-595)Online publication date: 9-May-2024
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  • (2022)Working Together Apart through EmbodimentProceedings of the ACM on Human-Computer Interaction10.1145/34928366:GROUP(1-25)Online publication date: 14-Jan-2022
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