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Supporting group relationships in mediated domestic environments

Published: 07 October 2008 Publication History

Abstract

As everyday Internet use has become pervasive and natural, people use it effortlessly to find new acquaintances and nurture existing relationships. In this sense, Internet use can mimic and expand everyday social behavior from real life. However, in real life we often participate in gatherings with others not only as individuals but also as part of a group, for instance a family. Social gatherings involving several groups reinforces not only the individual network, but also the group-to-group relationships, adding another layer to social life. Our social identities, our "us"-feelings, are thus developed and enhanced. While there are numerous Internet-based tools and services for nurturing the individual's network, in analogy to real life, group-level interactions are barely touched upon. We explore some basic considerations for how computer-mediated communication systems could help nurturing group-to-group relationships, and how group, rather than individual, interaction with devices can be addressed in interaction design. Finally, we explore why games and gameplay might particularly well suited to motivate use of such systems. These issues will be the main focus of the TA2 (Together Anywhere, Together Anytime) research project.

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Cited By

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  • (2012)Using Mobile Technology to Bring Families TogetherInternational Journal of Mobile Human Computer Interaction10.4018/jmhci.20120401014:2(1-17)Online publication date: 1-Apr-2012
  • (2012)Enabling 'togetherness' in high-quality domestic videoProceedings of the 20th ACM international conference on Multimedia10.1145/2393347.2393375(159-168)Online publication date: 29-Oct-2012
  • (2010)The individual and the group in console gamingProceedings of the 2010 ACM conference on Computer supported cooperative work10.1145/1718918.1718983(371-380)Online publication date: 6-Feb-2010

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Published In

cover image ACM Conferences
MindTrek '08: Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
October 2008
221 pages
ISBN:9781605581972
DOI:10.1145/1457199
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: 07 October 2008

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Author Tags

  1. TA2
  2. computer-mediated communication
  3. gaming
  4. group-to-group relationships
  5. social identity
  6. social software

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MindTrek08
MindTrek08: MindTrek08
October 7 - 9, 2008
Tampere, Finland

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Overall Acceptance Rate 110 of 207 submissions, 53%

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Cited By

View all
  • (2012)Using Mobile Technology to Bring Families TogetherInternational Journal of Mobile Human Computer Interaction10.4018/jmhci.20120401014:2(1-17)Online publication date: 1-Apr-2012
  • (2012)Enabling 'togetherness' in high-quality domestic videoProceedings of the 20th ACM international conference on Multimedia10.1145/2393347.2393375(159-168)Online publication date: 29-Oct-2012
  • (2010)The individual and the group in console gamingProceedings of the 2010 ACM conference on Computer supported cooperative work10.1145/1718918.1718983(371-380)Online publication date: 6-Feb-2010

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