License: Creative Commons Attribution 4.0 International license (CC BY 4.0)
When quoting this document, please refer to the following
DOI: 10.4230/DagSemProc.10041.4
URN: urn:nbn:de:0030-drops-25205
URL: http://dagstuhl.sunsite.rwth-aachen.de/volltexte/2010/2520/
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Busch, Carsten

Gaming as social activity

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10041.BuschCarsten.Paper.2520.pdf (3 MB)


Abstract

Gaming – no matter, wether it's done analog or digital – is a social kind of acitivity. The GamesLab of HTW in Berlin has made an investigation about Gaming in Germany. Some of the results of an representetive survey are: Only 2 % of all Germans don't like to play analog or digital games; 95 % play at least occasionally board games, 43 % play at least occasionally video games or computer games; 74 % like "playing together with others, because it's communicative and interessing".


BibTeX - Entry

@InProceedings{busch:DagSemProc.10041.4,
  author =	{Busch, Carsten},
  title =	{{Gaming as social activity}},
  booktitle =	{Perspectives Workshop: Digital Social Networks},
  pages =	{1--18},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2010},
  volume =	{10041},
  editor =	{Francois Bry and Clemens Cap and Ingo Dahm and Julia Maintz and Sebastian Schaffert},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/opus/volltexte/2010/2520},
  URN =		{urn:nbn:de:0030-drops-25205},
  doi =		{10.4230/DagSemProc.10041.4},
  annote =	{Keywords: Games}
}

Keywords: Games
Collection: 10041 - Perspectives Workshop: Digital Social Networks
Issue Date: 2010
Date of publication: 05.05.2010


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