supporting group relationships in mediated domestic environments
As everyday Internet use has become pervasive and natural, people use it effortlessly to find new acquaintances and nurture existing relationships. In this sense, Internet use can mimic and expand everyday social behavior from real life. However, in real life we often participate in gatherings with others not only as individuals but also as part of a group, for instance a family. Social gatherings involving several groups reinforces not only the individual network, but also the group-to-group relationships, adding another layer to social life. Our social identities, our "us"-feelings, are thus developed and enhanced. While there are numerous Internet-based tools and services for nurturing the individual's network, in analogy to real life, group-level interactions are barely touched upon. We explore some basic considerations for how computer-mediated communication systems could help nurturing group-to-group relationships, and how group, rather than individual, interaction with devices can be addressed in interaction design. Finally, we explore why games and gameplay might particularly well suited to motivate use of such systems. These issues will be the main focus of the TA2 (Together Anywhere, Together Anytime) research project.
group-to-group relationships social identity computer-mediated communication gaming ta2 social software