English

Social Play Spaces for Active Community Engagement

Human-Computer Interaction 2016-04-22 v1

Abstract

This paper puts forward the perspective that social play spaces are opportunities to utilise both technology and body for the benefit of community culture and engagement. Co-located social gaming coupled with tangible interfaces offer active participant engagement and the development of the local video game scene. This paper includes a descriptive account of Rabble Room Arcade, an experimental social event combining custom-built physical interface devices and multiplayer video games.

Keywords

Cite

@article{arxiv.1604.06159,
  title  = {Social Play Spaces for Active Community Engagement},
  author = {Jenna Gavin and Ben Kenobi and Andy M. Connor},
  journal= {arXiv preprint arXiv:1604.06159},
  year   = {2016}
}

Comments

arXiv admin note: substantial text overlap with arXiv:1604.05793

R2 v1 2026-06-22T13:37:25.336Z