
ALT SHows the first slide of the presentation. Shows the title, and the authors and their photos. Filipa Rocha, Filipa Correia, Isabel Neto, Ana Pires, João Guerreiro, Tiago Guerreiro, and Hugo Nicolau. Shows an image, on the left, with two children playing, side by side, the Sokoban game, with the tactile items.

ALT Digital games often constitute a shared activity where people can spend time together, communicate and socialize. Several commercial titles place social interaction at the center of their design. Prior works have investigated the social outcomes of gaming, and factors that impact the experience. Yet, we lack a comprehensive understanding of how social gaming has been approached and explored before. In this work, we present a systematic review covering 263 publications, gathered in February 2021, that study gaming experiences involving more than one person, with a focus on the social element that emerges among partakers (players and/or spectators). We contribute with a systematized understanding of 1) how the topic is being defned and approached, 2) what facets (mainly in terms of outcomes and determinants of the experience) are being acknowledged and 3) the methodologies leveraged to examine these. Our analysis, based on mixed deductive and inductive coding, reveals relevant gaps.




























