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Cited by 187

The DOI matches its Crossref record; 2 of the 2 references it cites were found in a registry or an index.

People, places, and play: player experience in a socio-spatial context

De Kort, Yvonne A. W., Ijsselsteijn, Wijnand A.·2008·Computers in Entertainment

Abstract

Digital games frequently give rise to engaging and meaningful social interactions, both over the internet and in the real and tangible world of the gamer. This is the focus of the present paper, which explores digital gaming as a situated experience, shaped by socio-spatial contingencies. In particular we discuss how co-players, audience, and their spatial organization shape play and player experience and review supporting evidence for this. We present a framework describing social processes underlying situated social play experience and how these are shaped by the player the game's socio-spatial and media context. The core of this framework describes various 'sociality characteristics', and discusses these both in terms of co-located and mediated social game settings.

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Metadata

Authors
De Kort, Y. A. W., & Ijsselsteijn, W. A.
Venue
Computers in Entertainment
Published
2008-07
Volume
6
Issue
2
Pages
1-11
ISSN
1544-3574 (ISSN-L)
OpenAlex
W2167178976
Cited by
187
References
2
FWCI
38.33
Type
journal article
Language
en
Open access
closed

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CoChat. (2026). Citation check: People, places, and play: player experience in a socio-spatial context. https://app.cochat.ai/papers/10.1145/1371216.1371221
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De Kort, Y. A. W., & Ijsselsteijn, W. A. (2008). People, places, and play: player experience in a socio-spatial context. Computers in Entertainment. https://doi.org/10.1145/1371216.1371221

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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.