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Play at Work: Virtual Conferencing in Game Space

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

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Play at Work : Virtual Conferencing in Game Space. / Mason, Zach; Lindley, Joseph; Green, David Philip; Coulton, Paul.

DRS2022 Bilbao: Design Research Society Conference 2022. Design Research Society, 2022. p. 1-14 136.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Mason, Z, Lindley, J, Green, DP & Coulton, P 2022, Play at Work: Virtual Conferencing in Game Space. in DRS2022 Bilbao: Design Research Society Conference 2022., 136, Design Research Society, pp. 1-14, Design Research Society Conference 2022, Bilbao, Spain, 25/06/22. https://doi.org/10.21606/drs.2022.449

APA

Mason, Z., Lindley, J., Green, D. P., & Coulton, P. (2022). Play at Work: Virtual Conferencing in Game Space. In DRS2022 Bilbao: Design Research Society Conference 2022 (pp. 1-14). [136] Design Research Society. https://doi.org/10.21606/drs.2022.449

Vancouver

Mason Z, Lindley J, Green DP, Coulton P. Play at Work: Virtual Conferencing in Game Space. In DRS2022 Bilbao: Design Research Society Conference 2022. Design Research Society. 2022. p. 1-14. 136 https://doi.org/10.21606/drs.2022.449

Author

Mason, Zach ; Lindley, Joseph ; Green, David Philip ; Coulton, Paul. / Play at Work : Virtual Conferencing in Game Space. DRS2022 Bilbao: Design Research Society Conference 2022. Design Research Society, 2022. pp. 1-14

Bibtex

@inproceedings{d907c0cb97a048e4b33962f5ec1d4520,
title = "Play at Work: Virtual Conferencing in Game Space",
abstract = "The Covid-19 pandemic accelerated the adoption of video conferencing, making it a prominent space that our work and social lives are lived within. For many this transition to virtual co-presence has been joyless, highlighting the shortcomings of mainstream video conferencing. In contrast the video gaming community had already pleasurably adopted and occupied online shared spaces for decades prior to the pandemic. In this paper we discuss the designed affordances of the video conferencing platform Gather Town, which adapts some of the conventions of video games and implements them to better support video conferencing. In this research we consider whether gaming conventions—including interactive spatial design, use of avatars, and a retro art style—may enable us to inject more joy into remote working. By critically considering Gather Town{\textquoteright}s affordances through our own experimental spaces within it, we seek to encourage the design of more diverse and engaging digital spaces, which will enable more enjoyable remote work and social events.",
keywords = "video conferencing, game environments, spatial design",
author = "Zach Mason and Joseph Lindley and Green, {David Philip} and Paul Coulton",
year = "2022",
month = jun,
day = "20",
doi = "10.21606/drs.2022.449",
language = "English",
pages = "1--14",
booktitle = "DRS2022 Bilbao: Design Research Society Conference 2022",
publisher = "Design Research Society",
note = "Design Research Society Conference 2022 ; Conference date: 25-06-2022 Through 03-07-2022",

}

RIS

TY - GEN

T1 - Play at Work

T2 - Design Research Society Conference 2022

AU - Mason, Zach

AU - Lindley, Joseph

AU - Green, David Philip

AU - Coulton, Paul

PY - 2022/6/20

Y1 - 2022/6/20

N2 - The Covid-19 pandemic accelerated the adoption of video conferencing, making it a prominent space that our work and social lives are lived within. For many this transition to virtual co-presence has been joyless, highlighting the shortcomings of mainstream video conferencing. In contrast the video gaming community had already pleasurably adopted and occupied online shared spaces for decades prior to the pandemic. In this paper we discuss the designed affordances of the video conferencing platform Gather Town, which adapts some of the conventions of video games and implements them to better support video conferencing. In this research we consider whether gaming conventions—including interactive spatial design, use of avatars, and a retro art style—may enable us to inject more joy into remote working. By critically considering Gather Town’s affordances through our own experimental spaces within it, we seek to encourage the design of more diverse and engaging digital spaces, which will enable more enjoyable remote work and social events.

AB - The Covid-19 pandemic accelerated the adoption of video conferencing, making it a prominent space that our work and social lives are lived within. For many this transition to virtual co-presence has been joyless, highlighting the shortcomings of mainstream video conferencing. In contrast the video gaming community had already pleasurably adopted and occupied online shared spaces for decades prior to the pandemic. In this paper we discuss the designed affordances of the video conferencing platform Gather Town, which adapts some of the conventions of video games and implements them to better support video conferencing. In this research we consider whether gaming conventions—including interactive spatial design, use of avatars, and a retro art style—may enable us to inject more joy into remote working. By critically considering Gather Town’s affordances through our own experimental spaces within it, we seek to encourage the design of more diverse and engaging digital spaces, which will enable more enjoyable remote work and social events.

KW - video conferencing

KW - game environments

KW - spatial design

U2 - 10.21606/drs.2022.449

DO - 10.21606/drs.2022.449

M3 - Conference contribution/Paper

SP - 1

EP - 14

BT - DRS2022 Bilbao: Design Research Society Conference 2022

PB - Design Research Society

Y2 - 25 June 2022 through 3 July 2022

ER -