Computer Supported Cooperative Play, “Third Places” and Online Videogames
نویسندگان
چکیده
Recently, Microsoft and Sony have added network capabilities to their game consoles allowing real-time competitive and cooperative game play over the Internet. This paper reports on the initial stage of a study examining Microsoft’s Xbox Live, a system supporting computer supported cooperative play (CSCP) through voice communication and centralized identity management. In order to understand this phenomenon we utilized the metaphor of a “third place”. We report on a study involving observation of users playing games and subsequent focus groups. Issues from the data regarding identity, sociability and communication medium, and their relationships, are described. We then discuss the importance of these concepts for understanding the phenomenon of CSCP over the Internet, and its appropriation.
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