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Making Games as Collaborative Social Experiences: Exploring An Online Gaming Community

Published: 27 February 2016 Publication History

Abstract

In addition to playing games together, making games together has offered new opportunities for social interaction and community building in online spaces. This paper presents an empirical study of how making indie games become interactive and collaborative social experiences in an Asian female-dominated online gaming community. It contributes to the CSCW community by providing a better understanding of the social side of game making in addition to game playing, and points to the importance of social engagement in game making communities.

References

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Barry Brown and Marek Bell. 2004. CSCW at play: 'There' as a collaborative virtual environment. In Proceedings of the 2004 ACM conference on Computer supported cooperative work (CSCW '04). ACM, New York, NY, USA, 350-359. http://dx.doi.org/10.1145/1031607.1031666
[2]
John M. Carroll. 2010. Beyond being social: Prospects for transformative social computing. Communications of the Association for Information Systems, 27, 1, 641-650.
[3]
Nicolas Ducheneaut, Robert J. Moore, and Eric Nickell. 2007. Virtual "Third Places": A Case Study of Sociability in Massively Multiplayer Games. Comput. Supported Coop. Work, 16, 1-2, 129-166.
[4]
Stephanie J. Fisher and Alison Harvey. 2012. Intervention for inclusivity: Gender politics and indie game development. The Journal of the Canadian Game Studies Association, 7, 11, 25-40.
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Christina Goulding. 2005. Grounded theory, ethnography and phenomenology: A comparative analysis of three qualitative strategies for marketing research. European journal of Marketing. 39, 3/4, 294-308.
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Gregor McEwan, Carl Gutwin, Regan L. Mandryk, and Lennart Nacke. 2012. "I'm just here to play games": social dynamics and sociality in an online game site. In Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work (CSCW '12). ACM, 549-558. http://dx.doi.org/10.1145/2145204.2145289
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Felan Parker. 2013. Indie Game Studies Year Eleven. DIGRA 2013-DeFragging Game Studies.
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Jenny Preece. 2001. Sociability and usability in online communities: Determining and measuring success. Behavior & Information Technology, 20, 5, 347-356.
[9]
Bart Simon. 2012. Indie Eh? Some Kind of Game Studies. The Journal of the Canadian Game Studies Association, 7, 11, 1-7.
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Emma Westecott. 2012. Independent game development as craft. The Journal of the Canadian Game Studies Association, 7, 11, 78-91.

Cited By

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  • (2024)Third-Party Developers and Tool Development For Community Management on Live Streaming Platform TwitchProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642787(1-18)Online publication date: 11-May-2024
  • (2023)Creative Console: A Player-Driven Game Based on a Modular Fast-Evolving-and-Verifying FrameworkProceedings of the ACM on Human-Computer Interaction10.1145/36110507:CHI PLAY(803-832)Online publication date: 4-Oct-2023
  • (2021)#StayHome Playing LoL - Analyzing Players’ Activity and Social Bonds in League of Legends During Covid-19 LockdownsProceedings of the 16th International Conference on the Foundations of Digital Games10.1145/3472538.3472551(1-12)Online publication date: 3-Aug-2021
  • Show More Cited By

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Information & Contributors

Information

Published In

cover image ACM Conferences
CSCW '16 Companion: Proceedings of the 19th ACM Conference on Computer Supported Cooperative Work and Social Computing Companion
February 2016
549 pages
ISBN:9781450339506
DOI:10.1145/2818052
Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 27 February 2016

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Author Tags

  1. Collaborative game making
  2. indie games.
  3. interactive crafting
  4. online gaming communi-ties

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CSCW '16
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CSCW '16: Computer Supported Cooperative Work and Social Computing
February 26 - March 2, 2016
California, San Francisco, USA

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Overall Acceptance Rate 2,235 of 8,521 submissions, 26%

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CSCW '25

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Cited By

View all
  • (2024)Third-Party Developers and Tool Development For Community Management on Live Streaming Platform TwitchProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642787(1-18)Online publication date: 11-May-2024
  • (2023)Creative Console: A Player-Driven Game Based on a Modular Fast-Evolving-and-Verifying FrameworkProceedings of the ACM on Human-Computer Interaction10.1145/36110507:CHI PLAY(803-832)Online publication date: 4-Oct-2023
  • (2021)#StayHome Playing LoL - Analyzing Players’ Activity and Social Bonds in League of Legends During Covid-19 LockdownsProceedings of the 16th International Conference on the Foundations of Digital Games10.1145/3472538.3472551(1-12)Online publication date: 3-Aug-2021
  • (2021)Comparing the Structures and Characteristics of Different Game Social Networks - The Steam Case2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9619130(1-8)Online publication date: 17-Aug-2021

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