In this paper, we present results from a qualitative study of collocated group console gaming. We focus on motivations for, perceptions of, and practices surrounding the shared use of console games by a variety of established groups of gamers. These groups include both intragenerational groups of youth, adults, and elders as well as intergenerational families. Our analysis highlights the numerous ways that console games serve as a computational meeting place for a diverse population of gamers. ACM Classification Keywords H5.3. [Information Interfaces and Presentation (e.g., HCI)]: Group and Organization Interfaces--Collaborative Computing Author Keywords Wii, Xbox360, Playstation, PS2, PS3, Gamecube, Video Games, Console Games, Digital Hearth, Computational Meeting Place