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