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Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system

Published: 06 April 2008 Publication History

Abstract

Today's handheld gaming systems allow players to engage in multiplayer games via ad-hoc, wireless networking. They are also now sufficiently commonplace that it is possible to study how portability and ad-hoc wireless networking have affected the social gaming practices of owners of these systems. In this paper, we report findings from a qualitative study investigating the collocated multiplayer gaming practices of Nintendo DS owners. Based on interviews of nine DS owners and observations of three organized gaming events, we identified three major themes surrounding the social, multiplayer gaming practices of Nintendo DS users: renegade gaming, or the notion that users reappropriate contexts traditionally hostile to game play; pragmatic and social barriers to the formation of ad-hoc pick-up games, despite a clear desire for multiplayer, collocated gaming; and private gaming spheres, or the observation that the handheld device's form factor creates individual, privatized gaming contexts within larger social contexts. These findings lead to a set of implications for the design of future handheld gaming systems.

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cover image ACM Conferences
CHI '08: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
April 2008
1870 pages
ISBN:9781605580111
DOI:10.1145/1357054
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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Published: 06 April 2008

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  1. Nintendo DS
  2. handheld games
  3. social gaming

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CHI '08 Paper Acceptance Rate 157 of 714 submissions, 22%;
Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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  • (2022)Does Playing Cooperative Mobile Games Facilitate Social Interaction and Positive Affect in Middle Childhood?International Journal of Human–Computer Interaction10.1080/10447318.2022.215074640:7(1713-1722)Online publication date: 5-Dec-2022
  • (2020)New motivations: Change over time in motivations for mobile gamingJournal of Gaming & Virtual Worlds10.1386/jgvw_00019_112:3(259-285)Online publication date: 1-Oct-2020
  • (2020)Mobile Collocated GamingProceedings of the ACM on Human-Computer Interaction10.1145/34152134:CSCW2(1-24)Online publication date: 15-Oct-2020
  • (2020)Technologies for Enhancing Collocated Social Interaction: Review of Design Solutions and ApproachesComputer Supported Cooperative Work10.1007/s10606-019-09345-029:1-2(29-83)Online publication date: 1-Apr-2020
  • (2019)Work–game balance: Work interference, social capital, and tactical play in a mobile massively multiplayer online real-time strategy gameNew Media & Society10.1177/146144481988995722:12(2257-2280)Online publication date: 27-Nov-2019
  • (2019)AstaireProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347152(5-18)Online publication date: 17-Oct-2019
  • (2019)Social Play in an ExergameProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300660(1-13)Online publication date: 2-May-2019
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  • (2017)Left Them 4 DeadProceedings of the 2017 Conference on Designing Interactive Systems10.1145/3064663.3064712(403-415)Online publication date: 10-Jun-2017
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