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A multi-modal investigation of the effects of technological medium on gameplay in live interaction

This thesis examines the impact of new media technologies on interaction, focusing on pervasive experiences. It considers what happens when participants engage in mediated gameplay activity within a live setting. As such it explores the effects of technology on the framing of experience and relationships between participants. Its hypothesis is that simultaneous engagement in multiple situations of co-presence leads to a new state of being, termed 'co-co-presence', in which what happens in one situation pervades another. It reports on a series of small-scale iterative experiments, using a specially designed game that was devised to engender co-co-presence and isolate selected variables in controlled conditions. The experiments compared the experience of new media technology (texting) with old media (paper notes) and found no significant difference in either the creation of, or effects of, co-co-presence. The evidence from these experiments suggests that what happened in the game (one situation of co-presence) affected what happened outside the game (another situation of co-presence) and vice-versa, confirming the hypothesis. The data also showed that social framing factors had the greatest influence on participant behaviour. In conclusion, while this study found that engaging in multiple states of co-presence, or 'coco- presence', did create pervasive effects, that pervasiveness was not dependent on the use of new media technologies but appears to relate more to the structure of the technological medium and social framing factors.

Identiferoai:union.ndltd.org:bl.uk/oai:ethos.bl.uk:654098
Date January 2014
CreatorsPeet, Verity
PublisherUlster University
Source SetsEthos UK
Detected LanguageEnglish
TypeElectronic Thesis or Dissertation

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