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Console play typically occurs in shared domestic settings with players physically close to each other. The paper compares this to television viewing as a social activity.
This paper by Lisbeth Klastrup examines how social interaction contributes to the experience of fun in multiplayer console gaming, using Super Monkey Ball as its case study. The author argues that console play, which typically occurs in shared living room settings and in close physical proximity to other players, resembles television and video viewing as a domestic social activity, and that this context encourages forms of sociability distinct from isolated PC gaming. Drawing on Caillois, Goffman, Fine, and cultural studies scholars, the paper proposes that fun arises from the oscillation between mastering a game's rules and remaining absorbed in its world, and that games function as "affective alliances" where groups gather around shared, time-limited experiences.
The empirical component is a pilot study involving nine students aged 20 to 30, divided into a group of two inexperienced players (both women) and a group of four experienced players, plus a contrasting group of seven men tested in a setting designed to approximate a domestic environment. Data were gathered through pre- and post-session questionnaires and participant observation. Results indicated that all experienced players wanted to play again, and most inexperienced players did as well, though the two women reported less enjoyment and struggled with the controls. The author observed that players who were more skilled tended to shout, tease, and brag more freely, and that social acceptability of gloating appeared to depend on the relative skill of the players involved.
The author acknowledges the study's limited sample and the exploratory nature of its findings. Survey data from the Entertainment Software Association and IDSA suggest gaming is a widely social activity involving family and friends, though a Danish survey and a European survey of children present more mixed pictures. The paper concludes that understanding the link between social interaction and fun requires integrating game studies with cultural studies and sociology, and it proposes longer-term, situated research into how players, particularly those who know each other beforehand, use the game socially beyond its immediate mechanics.
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