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Participatory Game Design (2006)

Why do people engage in social activities around games? Can gamers and gaming communities be seen as resources in game design and innovation? What would such design processes be like, and how could we create platforms for collaboration between gamers and developers?

Work in the area was initiated through a study of a gamer subculture focusing on modding popular games by means of various hardware interventions. Examples include a custom-built Jeopardy game for large groups, and dance-mats replacing the hand controls of Mario Ware.