[1]
Developing Skills for Social and Emotional Wellbeing
Workshop Summaries
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Slovák, Petr
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Wadley, Greg
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Coyle, David
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Thieme, Anja
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Yamashita, Naomi
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Lederman, Reeva
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schutt, Stefan
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Doces, Mia
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.2397-2400
© Copyright 2015 ACM
Summary: Positive social and emotional wellbeing are essential for peoples' general
health and quality of life. This workshop will bring together an
inter-disciplinary community of wellbeing researchers, designers and
practitioners to explore how digital technology can increase wellbeing by
enabling users to develop new skills, build on existing personal strengths or
social support, and promote self-efficacy more generally. We will jointly reach
a better understanding of the opportunities that technology can bring for
skills development across a broad range of contexts. Our aim is to consider how
digital technology can support wellbeing skills for the general public and also
for specific, at-need groups including the care givers of people coping with
irreversible loss of mental or physical capacity and psycho-education for
people experiencing mental health difficulties.
[2]
Citizen involvement in the design of technology for climate change
adaptation projects in the Pacific
Home and away and neighbours
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Wadley, Greg
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Bumpus, Adam
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Green, Ray
Proceedings of the 2014 Australian Computer-Human Interaction Conference
2014-12-02
p.180-183
© Copyright 2014 ACM
Summary: This paper describes work in progress aimed at exploring a role for mobile
technology in helping citizens adapt to climate change in the Pacific. The
research involved codesign workshops and stakeholder interviews in Fiji. In
this paper we describe the design and conduct of the research program, the
research context, and participants' reports of the environmental problems they
experience. We discuss the technology features participants would like to see,
and outline a design that might meet their requirements. We discuss
difficulties we experienced using participatory methods in this context, and
suggest ways in which further HCI research can contribute to addressing climate
change in the Pacific region.
[3]
What people talk about when they talk about quitting
Persuasion and health
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Wadley, Greg
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Smith, Wally
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Ploderer, Bernd
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Pearce, Jon
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Webber, Sarah
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Whooley, Mark
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Borland, Ron
Proceedings of the 2014 Australian Computer-Human Interaction Conference
2014-12-02
p.388-391
© Copyright 2014 ACM
Summary: As part of an ongoing project to explore the design of behaviour-change
technology for smoking cessation, we analysed a successful community who come
together on the popular Reddit website to discuss quitting and to encourage
each other's quit attempts. We found that users remain anonymous but identify
according to their quit stage. We examined the form and content of posts,
finding that narratives about people and events are more common than other
rhetorical forms. Many speak of ongoing struggles with quit attempts. Our
analysis reveals forms of sociality spontaneously enacted in a self-managed
community of quitters. We compare our results with earlier work on social media
and behaviour change.
[4]
Unbounding the interaction design problem: the contribution of HCI in three
interventions for well-being
Persuasion and health
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Smith, Wally
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Wadley, Greg
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Webber, Sarah
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Ploderer, Bernd
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Lederman, Reeva
Proceedings of the 2014 Australian Computer-Human Interaction Conference
2014-12-02
p.392-395
© Copyright 2014 ACM
Summary: In this paper we consider HCI's role in technology interventions for health
and well-being. Three projects carried out by the authors are analysed by
appropriating the idea of a value chain to chart a causal history from proximal
effects generated in early episodes of design through to distal health and
well-being outcomes. Responding to recent arguments that favour bounding HCI's
contribution to local patterns of use, we propose an unbounded view of HCI that
addresses an extended value chain of influence. We discuss a view of HCI
methods as mobilising this value chain perspective in multi-disciplinary
collaborations through its emphasis on early prototyping and naturalistic
studies of use.
[5]
Quitty: using technology to persuade smokers to quit
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Paay, Jeni
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Kjeldskov, Jesper
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Brinthaparan, Umachanger
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Lichon, Lars
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Rasmussen, Stephan
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Srikandaraja, Nirojan
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Smith, Wally
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Wadley, Greg
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Ploderer, Bernd
Proceedings of the 8th Nordic Conference on Human-Computer Interaction
2014-10-26
p.551-560
© Copyright 2014 ACM
Summary: Health is an important topic in HCI research with an increasing amount of
health risks surrounding individuals and society at large. It is well known
that smoking cigarettes can have serious health implications. The importance of
this problem motivates investigation into the use of technology to encourage
behavior change. Our study was designed to gather empirical knowledge about the
role a "quitting app" can play in persuading people to quit smoking. Our
purpose-built app Quitty introduces different content types from different
content sources to study how they are perceived and motivate health behavior
change. Findings from our field study show that tailored content and
push-messages are considered the most important for persuading people to stop
smoking. Based on our empirical findings, we propose six guidelines on how to
design mobile applications to persuade smokers to quit.
[6]
Exploring ambient technology for connecting hospitalised children with
school and home
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Wadley, Greg
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Vetere, Frank
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Hopkins, Liza
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Green, Julie
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Kulik, Lars
International Journal of Human-Computer Studies
2014-08
v.72
n.8/9
p.640-653
Keywords: Hospitalised children
Keywords: Social connectedness
Keywords: Wellbeing
Keywords: Ambient technology
Keywords: Awareness
Keywords: Photo sharing
© Copyright 2014 Elsevier Ltd.
Summary: Children undergoing long-term hospital care face problems of isolation from
their familiar home and school environments. This isolation has an impact on
the emotional wellbeing of the child. In this paper we report on research that
explores the design of technologies that mitigate some of the negative aspects
of separation, while respecting the sensitivities of the hospital, school and
home contexts. We conducted design workshops with parents, teachers and
hospital staff and found that there was a strong desire for mediated
connection, but also a significant need to protect privacy and avoid
disruption. In response we designed a novel technology that combined an ambient
presence with photo-sharing to connect hospitalised children with schools and
families. This paper reports on the field trial of the technology. The research
provides new insights into how technology can support connectedness and
provides a foundation for contributing to the wellbeing of children and young
people in sensitive settings.
[7]
Moderated online social therapy: Designing and evaluating technology for
mental health
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Lederman, Reeva
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Wadley, Greg
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Gleeson, John
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Bendall, Sarah
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Álvarez-Jiménez, Mario
ACM Transactions on Computer-Human Interaction
2014-02
v.21
n.1
p.5
© Copyright 2014 ACM
Summary: Although the use and prevalence of Web-based mental health applications have
grown over the past decade, many of these services suffer high rates of
attrition. This is problematic, as face-to-face support for mental health is
limited. To determine appropriate design guidelines for increasing engagement,
we conducted a study of First-Episode Psychosis (FEP) patients and reviewed
theories on the use of existing online services. We produced a set of design
goals, developed an online application that combined social networking and
online therapy within a clinician-moderated site, and conducted a 6-week trial
with a group of young FEP patients. The design goals, based on existing theory
including Supportive Accountability and Positive Psychology, are operationlised
through a model we call Moderated Online Social Therapy (MOST). The trial
results indicate that our implementation achieved the design goals and that the
MOST model can inform the development of more effective and engaging online
therapies.
[8]
Mobile ambient presence
Interaction design
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Wadley, Greg
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Vetere, Frank
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Kulik, Lars
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Hopkins, Liza
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Green, Julie
Proceedings of the 2013 Australian Computer-Human Interaction Conference
2013-11-25
2013-11-25
p.167-170
© Copyright 2013 ACM
Summary: We are exploring "mobile ambient presence" (MAP) as an approach to
sustaining unobtrusive social connection. Prior research has shown that ambient
technology can support connectedness by conveying social presence. Since mobile
devices are typically always-on and often in peripheral vision, they are
candidate ambient displays that might convey presence. We tested a MAP app for
tablet computers, finding that it sustained connection in two settings where
high-fidelity communication media were considered intrusive. In this paper we
discuss the advantages and challenges of mobile ambient presence and the
contexts in which it could be put to use.
[9]
Participatory design of an online therapy for youth mental health
Health and welfare
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Wadley, Greg
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Lederman, Reeva
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Gleeson, John
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Alvarez-Jimenez, Mario
Proceedings of the 2013 Australian Computer-Human Interaction Conference
2013-11-25
2013-11-25
p.517-526
© Copyright 2013 ACM
Summary: Online therapy has the potential to extend existing face-to-face support for
mental health, but designers face challenges such as lack of user engagement.
Participatory design could improve outcomes but is difficult to pursue in the
mental health context. By working with a research-focused clinic we have been
able to employ participatory design methods over a period of three years to
develop and test an online therapy for young people with psychosis. This paper
discusses our methods and results in the light of existing design frameworks
for youth mental health, and reports experiences which will be useful for other
researchers in the field. We have found that participatory approaches are
indeed challenging in the mental health context, but can result in technology
that is efficacious and acceptable to young people.
[10]
Hanging out at the computer lab: how an innovative Australian program is
helping young 'Aspies'
Health and welfare
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Wadley, Greg
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Schutt, Stefan
Proceedings of the 2013 Australian Computer-Human Interaction Conference
2013-11-25
2013-11-25
p.535-538
© Copyright 2013 ACM
Summary: Technology-based interventions for young people diagnosed with autism have
focused largely on individual use. Yet research into use of technology 'in the
wild' emphasises the value of computer-mediated social interaction. In this
paper we use HCI to examine the success of a program premised on the social use
of technology in safe offline spaces. Participants typically go through stages
of object-centred and computer-mediated communication before engaging in
face-to-face interaction. We use the concepts of third place, social distance
and ticket-to-talk to explain how this hybrid space helps 'Aspies' engage
comfortably in social interaction.
[11]
Death and dying in DayZ
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Carter, Marcus
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Gibbs, Martin
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Wadley, Greg
Proceedings of the 2013 Australasian Conference on Interactive Entertainment
2013-09-30
p.22
© Copyright 2013 ACM
Summary: Avatar death is essentially universal in combat games, and ubiquitous in all
other genres; death of a player's materialization in the game space is used to
identify the player's failure and temporary removal from play. Yet the
possibilities for creating interesting social dynamics and game play
experiences through the design and configuration of death mechanics in games
remains largely unexplored. In this paper we discuss the first person shooter
game DayZ, which has configured death with an extreme level of consequentiality
not found in other online first-person-shooters. We examine the affect of this
consequentiality on the player experience and attitudes towards death and dying
in DayZ. On the basis of our research data, we find that the increased
consequentiality of death in DayZ principally affects the game experience by
intensifying social interactions, raising a player's perceived level of
investment and invoking moral dilemmas.
[12]
"Friendly, don't shoot!": how communication design can enable novel social
interactions
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Carter, Marcus
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Wadley, Greg
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Gibbs, Martin
Proceedings of the 2012 Australian Computer-Human Interaction Conference
2012-11-26
p.72-75
© Copyright 2012 CHISIG and authors
Summary: The ability to communicate by voice in multiplayer networked virtual worlds
has become almost ubiquitous over the past decade. Yet the possibilities for
creating interesting social dynamics and game play experiences through the
design and configuration of voice channels remains largely unexplored. In this
paper we discuss the first person shooter game DayZ, which utilizes a
relatively unique voice communication system. We examine the design of DayZ's
voice channel and present examples of its use in order to understand how its
configuration influences social interaction and game play. We claim that two
features of this system -- proximity and all-to-all -- enable novel and
enjoyable game play experiences and user interactions.
[13]
Public engagement with biomedical research through location-sensitive
technology
Identity & sharing
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Naylor, Ryan
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Elliott, Kristine
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Gray, Kathleen
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Wadley, Greg
Proceedings of the 2011 International Conference on Communities and
Technologies
2011-06-29
p.186-193
© Copyright 2011 ACM
Summary: Augmented reality was used as an innovative way to engage the general public
with biomedical and healthcare research information. Six research institutes in
Melbourne's Parkville precinct were augmented with web-based information, and
volunteers tested the usability of both this content and the augmented reality
browser. Participants' feedback concerning the usefulness of the biomedical and
healthcare information was very positive; over 75% of participants described
the application favourably. Participants expressed a range of preferences
regarding the types of information presented and its structure. Several
participants felt they had learned something new from the application, and
commented positively on the locative and mobile context of the technology. A
challenge for science communicators is to provide user-friendly, accessible
technologies that provide information of a suitable complexity and allow users
to access that information according to their personal preferences. User
feedback indicated that the application described in this study generally met
these requirements, and shows that smart phone based AR has potential for use
in science communication and public engagement with science.
[14]
EDITED BOOK
Online Worlds: Convergence of the Real and the Virtual
Human-Computer Interaction Series
/
Bainbridge, William Sims
2010
n.23
p.302
Springer London
DOI: 10.1007/978-1-84882-825-4
Introduction (1-6)
+ Bainbridge, William Sims
New World View (7-19)
+ Bainbridge, William Sims
Culture and Creativity: World of Warcraft Modding in China and the US (21-41)
+ Kow, Yong Ming
+ Nardi, Bonnie
The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games and Virtual Worlds (43-56)
+ Pearce, Celia
+ Artemesia, +
Science, Technology, and Reality in The Matrix Online and Tabula Rasa (57-70)
+ Bainbridge, William Sims
Spore: Assessment of the Science in an Evolution-Oriented Game (71-85)
+ Bohannon, John
+ Gregory, T. Ryan
+ et al
Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching, and Learning with Virtual Worlds (87-100)
+ Fox, Michelle Roper
+ Kelly, Henry
+ et al
A Virtual Mars (101-109)
+ Childers, Richard
Opening the Metaverse (111-122)
+ Lombardi, Julian
+ Lombardi, Marilyn
A Typology of Ethnographic Scales for Virtual Worlds (123-133)
+ Boellstorff, Tom
Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls (135-145)
+ Ducheneaut, Nicolas
Examining Player Anger in World of Warcraft (147-160)
+ Barnett, Jane
+ Coulson, Mark
+ Foreman, Nigel
Dude Looks like a Lady: Gender Swapping in an Online Game (161-174)
+ Huh, Searle
+ Williams, Dmitri
Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners (175-186)
+ Bailenson, Jeremy N.
+ Segovia, Kathryn Y.
Speaking in Character: Voice Communication in Virtual Worlds (187-200)
+ Wadley, Greg
+ Gibbs, Martin R.
What People Talk About in Virtual Worlds (201-212)
+ Maher, Mary Lou
Changing the Rules: Social Architectures in Virtual Worlds (213-223)
+ Yee, Nick
Game-Based Virtual Worlds as Decentralized Virtual Activity Systems (225-235)
+ Scacchi, Walt
When Virtual Worlds Expand (237-251)
+ Bainbridge, William Sims
Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games (253-264)
+ Korsgaard, M. Audrey
+ Picot, Arnold
+ et al
Virtual Worlds for Virtual Organizing (265-278)
+ Rhoten, Diana
+ Lutters, Wayne
Future Evolution of Virtual Worlds as Communication Environments (279-288)
+ Prisco, Giulio
The Future of Virtual Worlds (289-302)
+ Bainbridge, William Sims
+ Lutters, Wayne
+ et al
[15]
You can be too rich: mediated communication in a virtual world
Experience
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Wadley, Greg
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Gibbs, Martin R.
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Ducheneaut, Nicolas
Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer
Interaction
2009-11-23
p.49-56
Keywords: Second Life, media richness, virtual worlds, voice
© Copyright 2009 CHISIG and author(s)
Summary: Internet-based virtual worlds (VWs) have emerged as a popular form of
collaborative virtual environment. Most have offered only text chat for user
communication; however several VWs have recently introduced voice. While
research has demonstrated benefits of voice, its introduction into the popular
VW Second Life (SL) was controversial, and some users have rejected it. In
order to understand the benefits and problems that voice brings to virtual
worlds, we used qualitative methods to gather data from SL users and analyse
it. We discuss our results in the light of media-richness theory and its
critiques, arguing that preferences for voice or text reflect a broader problem
of managing social presence in virtual contexts.
[16]
The 'out-of-avatar experience': object focused collaboration in Second Life
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Wadley, Greg
/
Ducheneaut, Nicolas
Proceedings of the 11th European Conference on Computer-Supported
Cooperative Work
2009-09-07
p.323-342
Summary: Much of our current understanding of collaboration around objects in
collaborative virtual environments comes from studies conducted with
experimental immersive systems. Now Internet-based desktop virtual worlds (VWs)
have become a popular form of 3d environment, and have been proposed for a
variety of workplace scenarios. One popular VW, Second Life (SL), allows its
users to create and manipulate objects. This provides an opportunity to examine
the problems and practices of object-focused collaboration in a current system
and compare them to prior results. We studied small groups as they assembled
objects in SL under varying conditions. In this paper we discuss the problems
they encountered and the techniques they used to overcome them. We present
measures of camera movement and verbal reference to objects, and discuss the
impact of the UI upon these behaviors. We argue that while well-documented old
problems remain very much alive, their manifestation in SL suggests new
possibilities for supporting collaboration in 3d spaces. In particular,
directly representing users' focus of attention may be more efficient than
indirectly representing it via avatar gaze or gestures.
[17]
Body and mind: a study of avatar personalization in three virtual worlds
New media experiences 1
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Ducheneaut, Nicolas
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Wen, Ming-Hui
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Yee, Nicholas
/
Wadley, Greg
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.1
p.1151-1160
Keywords: avatars, customization, personality, virtual worlds
© Copyright 2009 ACM
Summary: An increasingly large number of users connect to virtual worlds on a regular
basis to conduct activities ranging from gaming to business meetings. In all
these worlds, users project themselves into the environment via an avatar: a 3D
body which they control and whose appearance is often customizable. However,
considering the prevalence of this form of embodiment, there is a surprising
lack of data about how and why users customize their avatar, as well as how
easy and satisfying the existing avatar creation tools are. In this paper, we
report on a study investigating these issues through a questionnaire
administered to more than a hundred users of three virtual worlds offering
widely different avatar creation and customization systems (Maple Story, World
of Warcraft, and Second Life). We illustrate the often-surprising choices users
make when creating their digital representation and discuss the impact of our
findings for the design of future avatar creation systems.
[18]
Speaking in character: using voice-over-IP to communicate within MMORPGs
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Wadley, Greg
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Gibbs, Martin
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Benda, Peter
Proceedings of the 2007 Australasian Conference on Interactive Entertainment
2007-12-03
p.24
© Copyright 2007 Authors
Summary: While voice-over-IP has long been favoured as a communication medium by
players of team-based online shooter games, it has recently also been
appropriated by players of MMORPGs, and some recent MMORPGs have included voice
facilities in the game software. However voice communication has provoked
controversy among players and designers, some of whom believe that it is not
suited to some of the communication tasks required in this genre of games, such
as role-play, coordination of large groups, and interaction with strangers.
Little research has been published on VoIP use in MMORPGs. We studied the use
of voice by three groups playing Dungeons and Dragons Online and World of
Warcraft over a period of three months. The players kept diaries, were
interviewed individually, and participated in focus groups. We organized this
data into themes which are presented here. We discuss our findings with regard
to prior research into computer-mediated communication.
[19]
Proximity-based chat in a first person shooter: using a novel voice
communication system for online play
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Gibbs, Martin
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Wadley, Greg
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Benda, Peter
Proceedings of the 2006 Australasian Conference on Interactive Entertainment
2006-12-04
p.96
© Copyright 2006 Authors
Summary: Voice communication between players can have many benefits relative to
text-based communication for game play and social experience in fast-paced
multiplayer online games. However, previous research has highlighted some
problems with existing implementations of voice-over-IP in online games and
suggested the need to carefully design voice communication systems if they are
to positively contribute to the game play and social experience of online
multiplayer games. In this paper we present the results of a field trial of the
"Immersive Communication Environment", a novel voice-over-IP system designed to
support player communication in online games by simulating in the game world
the way utterances travel through air in the physical world. We found that the
proximity-based constraints imposed by this voice communication system created
some advantage for players in terms of their game play and their experience of
the game as a social event. The findings suggest that players benefit from
voice communications systems that make socially salient information available
to them according to interactional affordances and constraints that are
sensibly designed and well understood.
[20]
Online Community Building Techniques Used by Video Game Developers
Social Impact and Evaluation
/
Ruggles, Christopher
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Wadley, Greg
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Gibbs, Martin R.
Proceedings of the 2005 International Conference on Entertainment Computing
2005-09-19
p.114-125
© Copyright 2005 IFIP
Summary: Online fan communities are an important element in the market success of a
videogame, and game developers have begun to recognize the importance of
fostering online communities associated with their games. In this paper we
report on a study that investigated the techniques used by game developers to
maintain and promote online communities within and around their games. We found
that game developers consider online communities to be important to the success
of both single-player and online multiplayer games, and that they actively
support and nourish these communities. Online community building techniques
identified in the study are categorized and discussed. The results represent a
snapshot of current developer thinking and practice with regards to game-based
online communities. The study augments existing research concerning the
relationship between design features, online community and customer loyalty in
new media, Internet and game-related industries.
[21]
Social Translucence of the Xbox Live Voice Channel
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Gibbs, Martin R.
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Hew, Kevin
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Wadley, Greg
Proceedings of the 2004 International Conference on Entertainment Computing
2004-09-01
p.377-385
© Copyright 2004 IFIP
Summary: In this paper we use the concept of 'social translucence' to understand
users' initial reaction to, and use of, the voice communication channel
provided by Xbox Live. We found that although users expected voice to be an
advance over text-based communication, in practice they found voice difficult
to use. In particular, users experienced difficulties controlling the voice
channel and these difficulties are indicative of usability and sociability
problems with the configuration of the voice channel in some Xbox Live games.
We argue that game developers will need to address these problems in order to
realize the potential of voice in online multiplayer videogames. We believe
these problems can be addressed by designing the voice channel so that socially
salient information is made available to participants according to
interactional affordances and constraints that are sensibly designed and well
understood by users.
[22]
Computer Supported Cooperative Play, "Third Places" and Online Videogames
Short Papers
/
Wadley, G.
/
Gibbs, M.
/
Hew, K.
/
Graham, C.
Proceedings of OZCHI'03, the CHISIG Annual Conference on Human-Computer
Interaction
2003-11-26
p.238-241
© Copyright 2003 CHISIG and author(s)
Summary: Recently, Microsoft and Sony have added network capabilities to their game
consoles allowing real-time competitive and cooperative game play over the
Internet. This paper reports on the initial stage of a study examining
Microsoft's Xbox Live, a system supporting computer supported cooperative play
(CSCP) through voice communication and centralized identity management. In
order to understand this phenomenon we utilized the metaphor of a "third
place". We report on a study involving observation of users playing games and
subsequent focus groups. Issues from the data regarding identity, sociability
and communication medium, and their relationships, are described. We then
discuss the importance of these concepts for understanding the phenomenon of
CSCP over the Internet, and its appropriation.