Haqq, DerekSaaty, MorvaRukaj, JonathanMarulkar, SayleeIsrael, JustinNewton, EmilyPatel, RudraTan, StephenMcCrickard, D. Scott2022-10-032022-10-032021-10-15http://hdl.handle.net/10919/112058The COVID-19 pandemic has greatly affected face-to-face social interaction with and among relational partners - relatives, friends, and others. Prior to the pandemic, many people relied on face-toface social play experiences to help them maintain relationships and satisfy relatedness needs. However, growing coronavirus-related concerns have made such activities unwelcome or inaccessible, leading many to turn to technology-mediated experiences, as a safer alternative means of supporting recreational play with nonproximal relational partners. But how does one design technologymediated recreational play experiences to satisfy a diverse range of user needs, interests, and preferences? To explore this area of interest we study the social experience afforded by the multiplayer game, Among Us. We conduct a diary study with students enrolled in an undergraduate HCI course and report on the findings of a post-study reflective activity. Our findings highlight that casual interdependent games that explicitly and implicitly foster social interaction among players, do provide opportunities for satisfying remote play social experiences when augmented by rich communication technologies.application/pdfenIn CopyrightToward a Design Theory of Game-Mediated Social Experiences - A Study of Among UsArticle - Refereed2022-10-03The author(s)https://doi.org/10.1145/3450337.3483469