Skip to main content
Log in

Let’s Get Physical! In, Out and Around the Gaming Circle of Physical Gaming at Home

  • Published:
Computer Supported Cooperative Work (CSCW) Aims and scope Submit manuscript

Abstract

Physical gaming is a genre of computer games that has recently been made available for the home. But what does it mean to bring games home that were originally designed for play in the arcade? This paper describes an empirical study that looks at physical gaming and how it finds its place in the home. We discuss the findings from this study by organizing them around four topics: the adoption of the game, its unique spatial needs, the tension between visibility and availability of the game, and what it means to play among what we describe as the gaming circle, or players and non-players alike. Finally, we discuss how physical gaming in the home surfaces questions and issues for householders and researchers around adoption, gender and both space and place.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Institutional subscriptions

Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6

Similar content being viewed by others

References

  • Adams P. (1992) Television as Gathering Place. Annals of the Association of American Geographers, 82(1):117–135

    Article  Google Scholar 

  • Bell G., M. Blythe, P. Sengers (2005) Making by Making Strange: Defamiliarization and the Design of Domestic Technologies. Transactions on Computer-Human Interaction 12(2):149–173

    Article  Google Scholar 

  • Benford S., C. Greenhalgh, M. Craven, G. Walker, T. Regan, J. Morphett, J. Wyver (2000) Inhabited Television: Broadcasting Interaction from Within Collaborative Virtual Environments. ACM Transactions on Computer-Human Interaction 7(4):510–547

    Article  Google Scholar 

  • Bogost, I. (2005): The Rhetoric of Exergames. In Proceedings of the Digital Arts and Cultures, IT University Copenhagen, Denmark

  • Bowers, J., J. O’Brien and J. Pycock (1996): Practically Accomplishing Immersion: Cooperation in and for Virtual Environment. In M.S. Ackerman (ed.): Proceedings of the ACM Conference on Computer Supported Cooperative Work CSCW ‘96, Cambridge, MA, November 16–20, 1996, New York, NY: ACM Press, pp. 380–389

  • Cherny L. (1999) Conversation and Community: Chat in a Virtual World. Palo Alto, CA: CSLI Publications

    Google Scholar 

  • Crabtree, A., T. Hemmings and T. Rodden (2003): Informing the Development of Calendar Systems for Domestic Use. In K. Kutti, E.H. Karsten, G. Fitzpatrick, P. Dourish and K. Schmidt (eds): Proceedings of the the Eighth European Conference on Computer Supported Cooperative Work (ECSCW 2003), Helsinki, Finland, 14–18 September, 2003. Kluwer Academic Publisher, pp. 119–138

  • Crabtree A., T. Rodden (2004) Domestic Routines and Design for the Home, Computer Supported Cooperative Work (CSCW): An International Journal 13:191–200

    Article  Google Scholar 

  • Crabtree, A., T. Rodden and J. Mariani (2004): Collaborating around Collections: Informing the Continued Development of Photoware. In Proceedings of the ACM Conference on Computer Supported Cooperative Work (CSCW ‘04), Chicago, Illinois, November 6–10, 2004. ACM Press, pp. 396–405

  • Cummings J.N., R. Kraut (2002) Domesticating Computers and the Internet. The Information Society 18(3):221–232

    Article  Google Scholar 

  • Curtis, P. (1992): Mudding: Social Phenomena in Text-based Virtual Realities. In Proceedings of the Directions and Implications of Advanced Computing Symposium (DIAC 92). Berkeley, CA: ACM Press

  • Ducheneaut, N. and R.J. Moore (2004): The Social Side of Gaming: A Study of Interaction Patterns in a Massively Multiplayer Online Game. In Proceedings of the ACM Conference on Computer Supported Cooperative Work (CSCW 04), Chicago, Illinois, November 6–10, 2004. ACM Press, pp. 360–369

  • Edwards, K. and R. Grinter (2001): At Home with Ubiquitous Computing: Seven Challenges. In Proceedings of the UbiComp ‘01: Proceedings of the 3rd International Conference on Ubiquitous Computing, 2001. Springer-Verlag, pp. 256–272

  • Flintham, M., S. Benford, R. Anastasi, T. Hemmings, A. Crabtree, C. Greenhalgh, N. Tandavanitj, M. Adams and J. Row-Farr (2003): Where on-line Meets on the Streets: Experiences with Mobile Mixed Reality Games. In Proceedings of the ACM Conference on Human Factors in Computing (CHI ‘03), Fort Lauderdale, FL, April 5–10, 2003. ACM Press, pp. 569–576

  • Flynn B. (2003) Geography of the Digital Hearth. Information, Communication and Society 6(4):551–576

    Article  Google Scholar 

  • Forty A. (1999): Objects of Desire: Design and Society Since 1750. Thames & Hudson

  • Frohlich D.M., S. Dray, A. Silverman (2001) Breaking Up is Hard to Do: Family Perspectives on the Future of the Home PC. International Journal of Human-Computer Studies 54(5):701–724

    Article  MATH  Google Scholar 

  • Frohlich, D.M., A. Kuchinsky, C. Pering, A. Don and S. Ariss (2002): Requirements for Photoware. In M. Twidale (ed.): Proceedings of the ACM Conference on Computer Supported Cooperative Work (CSCW 2002), New Orleans, LA, November 16–20, 2002. New York, NY: ACM Press, pp. 166–175

  • Grinter, R. and L. Palen (2002): Instant messaging in teen life. In Proceedings of the CSCW ‘02: Proceedings of the 2002 ACM conference on Computer Supported Cooperative Work, 2002. ACM, pp. 21–30

  • Grinter R.E. (2005) Words About Images: Coordinating Community in Amateur Photography, Computer Supported Cooperative Work (CSCW): Journal of Collaborative Computing, 14:161–188

    Article  Google Scholar 

  • Grinter, R.E., P.M. Aoki, A. Hurst, M.H. Szymanski, J.D. Thornton and A. Woodruff (2002): Revisiting the Visit: Understanding How Technology Can Shape the Museum Visit. In M. Twidale (ed.) Proceedings of the ACM Conference on Computer Supported Cooperative Work (CSCW 2002), New Orleans, LA, November 16–20, 2002. New York, NY: ACM Press, pp. 146–155

  • Grinter, R.E., W.K. Edwards, M. Newman and N. Ducheneaut (2005): The Work to Make the Home Network Work. In K. Schmidt (ed.) Proceedings of the 9th European Conference on Computer-Supported Cooperative Work, Paris, France, 18–22 September, 2005. Kluwer Academic Press, pp. 469–488

  • Harper R. (ed.) (2003) Inside the Smart Home. Springer, London, UK

    Google Scholar 

  • Harrison, S. and P. Dourish (1996): Re-place-ing Space: The Roles of Place and Space in Collaborative Systems. In Proceedings of the CSCW ‘96: Proceedings of the 1996 ACM conference on Computer Supported Cooperative Work, 1996. ACM, pp. 67–76

  • Hindus, D. (1999): The Importance of Homes in Technology Research. In N.A. Streitz, J. Siegel, V. Hartkopf and S. Konomi (eds): Proceedings of the Second International Workshop on Cooperative Buildings (CoBuild’99), Pittsburgh, PA, October 1–2, 1999. Heidelberg, Germany: Springer-Verlag, pp. 199–207

  • Jones, S. (2003): Let the Games Begin: Gaming Technology and Entertainment among College Students, Pew Internet and American Life Project, vol. http://www.perinternet.org/, Sunday July 6, 2003

  • Kim, R. (2006): Video Dance Game to be Used in Schools: West Virginia taps Konami’s System to Help Fight Obesity. San Francisco Chronicle, January 25

  • Muramatsu J., M.S. Ackerman (1998) Computing, Social Activity, and Entertainment: A Field Study of a Game MUD. Computer Supported Cooperative Work: The Journal of Collaborative Computing 7(1):87–122

    Article  Google Scholar 

  • Nippert-Eng C.E. (1995) Home and Work. Chicago, IL: University of Chicago Press

    Google Scholar 

  • O’Brien J., T. Rodden, M. Rouncefield, J. Hughes (1999) At Home with the Technology: An Ethnographic Study of a Set-top-box Trial, ACM Transactions on the Computer-Human Interaction 6(3):282–308

    Article  Google Scholar 

  • Palen, L., M. Salzman and E. Youngs (2000): Going Wireless: Behavior and Practice of New Mobile Phone Users. In D.G. Durand (ed.) Proceedings of the ACM Conference on Computer Supported Cooperative Work (CSCW 2000), Philadelphia, PA, December 2–6, 2000. New York, NY: ACM Press, pp. 201–210

  • Reeves, S., S. Benford, C. O’Malley and M. Fraser (2005): Designing the Spectator Experience. In Proceedings of the CHI ‘05: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2005. ACM, pp. 741–750

  • Reid, E. (1991): Electropolis: Communication and Community on the Internet Relay Chat (Honours Thesis). University of Melbourne

  • Rybczynski, W. (1986): Home: A Short History of the Idea. Viking Penguin Inc

  • Schwartz Cowan R. (1983): More Work for Mother: The Ironies of Household Technology from the Open Hearth to the Microwave. New York, NY: Basic Books, Inc

    Google Scholar 

  • Spigel, L. (1992): Make Room for TV: Television and the Family Ideal in Postwar America. University of Chicago Press

  • Strasser, S. (2000): Never Done: A History of American Housework. Owl Books

  • Taylor T.D. (2001) Strange Sounds: Music, Technology and Culture. London: Routledge

    Google Scholar 

  • Tolmie, P., J. Pycock, T. Diggins, A. Maclean and A. Karsenty (2002): Unremarkable Computing. In Proceedings of the CHI ‘02: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2002. ACM, pp. 399–406

  • US Census. (2000): http://www.census.gov/

  • Venkatesh A. (1996) Computers and other Interactive Technologies for the Home. Communications of the ACM 39(12):47–54

    Article  Google Scholar 

  • Venkatesh A., E. Kruse, E.C.-F. Shih (2003) The Networked Home: An Analysis of Current Developments and Future Trends. Cognition, Technology and Work 5(1):23–32

    Google Scholar 

  • Vitalari N.P., A. Venkatesh, K. Gronhaug (1985) Computing in the Home: Shifts in the Time Allocation Patterns of Households. Communications of the ACM 28(5):512–522

    Article  Google Scholar 

  • Wikipedia. (2006): Dance Dance Revolution, http://en.wikipedia.org/wiki/Dance_Dance_Revolution

Download references

Acknowledgments

We would like to thank all of the participants for inviting us into their homes and sharing their gaming practices with us. Additionally, we would like to thank Ginny and Thomas for patiently listening to the many versions of this paper.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Allison Sall.

Rights and permissions

Reprints and permissions

About this article

Cite this article

Sall, A., Grinter, R.E. Let’s Get Physical! In, Out and Around the Gaming Circle of Physical Gaming at Home. Comput Supported Coop Work 16, 199–229 (2007). https://doi.org/10.1007/s10606-007-9047-2

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10606-007-9047-2

Keywords

Navigation