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Hunting for fun: solitude and attentiveness in collaboration

Published: 08 November 2008 Publication History

Abstract

The design of online collaborative computer games and pervasive games can learn from the everyday practice of deer hunting. We present an ethnographic study revealing how hunters fine-tune their experience through temporal and spatial organization. The hunt is organized in a way that allows the hunters to balance between forms of collaboration ranging from solitude to face-to-face interaction, as well as between attentiveness and relaxation. Thus, the hunters deal with the task -- hunting down the prey -- while managing issues of enjoyment. We argue that understanding these experiential qualities is relevant for collaborative gaming, and adds to our understanding of leisure.

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cover image ACM Conferences
CSCW '08: Proceedings of the 2008 ACM conference on Computer supported cooperative work
November 2008
752 pages
ISBN:9781605580074
DOI:10.1145/1460563
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 08 November 2008

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Author Tags

  1. attention
  2. collaboration
  3. ethnography
  4. experience
  5. hunting
  6. leisure
  7. mobile conversation
  8. mobility
  9. pervasive gaming
  10. solitude
  11. sound

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CSCW08
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CSCW08: Computer Supported Cooperative Work
November 8 - 12, 2008
CA, San Diego, USA

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  • (2019)Away and (Dis)connectionProceedings of the ACM on Human-Computer Interaction10.1145/33611113:GROUP(1-20)Online publication date: 5-Dec-2019
  • (2017)Reconsidering NatureProceedings of the 2017 CHI Conference on Human Factors in Computing Systems10.1145/3025453.3025966(6089-6100)Online publication date: 2-May-2017
  • (2017)Theorizing animal-computer interaction as machinationsInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2016.05.00598:C(135-149)Online publication date: 1-Feb-2017
  • (2016)Technology meets adventureProceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing10.1145/2971648.2971683(817-828)Online publication date: 12-Sep-2016
  • (2016)Design for Rituals of Letting GoACM Transactions on Computer-Human Interaction10.1145/292671423:4(1-37)Online publication date: 13-Aug-2016
  • (2015)Why play?Proceedings of The Fifth Decennial Aarhus Conference on Critical Alternatives10.7146/aahcc.v1i1.21264(41-52)Online publication date: 17-Aug-2015
  • (2013)Making sense of screen mobilityProceedings of the 15th international conference on Human-computer interaction with mobile devices and services10.1145/2493190.2493217(372-381)Online publication date: 27-Aug-2013
  • (2013)Reflections on 25 Years of Ethnography in CSCWComputer Supported Cooperative Work10.1007/s10606-012-9183-122:4-6(373-423)Online publication date: 1-Aug-2013
  • (2012)Appreciating plei-plei around mobilesProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/2207676.2208348(2015-2024)Online publication date: 5-May-2012
  • (2012)Amateur vision and recreational orientation:Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work10.1145/2145204.2145304(651-660)Online publication date: 11-Feb-2012
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