[1]
Inferring Personality of Online Gamers by Fusing Multiple-View Predictions
Long Papers
/
Shen, Jianqiang
/
Brdiczka, Oliver
/
Ducheneaut, Nicolas
/
Yee, Nicholas
/
Begole, Bo
Proceedings of the 2012 Conference on User Modeling, Adaptation and
Personalization
2012-07-16
p.261-273
Keywords: personality; behavior analysis; social networks; sentiment analysis; virtual
worlds
© Copyright 2012 Springer-Verlag
Summary: Reliable personality prediction can have direct impact on many adaptive
systems, such as targeted advertising, interface personalization and content
customization. We propose an algorithm to infer a user's personality profile
more reliably by fusing analytical predictions from multiple sources including
behavioral traces, textual data, and social networking information. We applied
and validated our approach using a real data set obtained from 1,040 World of
Warcraft players. Besides behavioral and social networking information, we
found that text analysis of character names yields the strongest personality
cues.
[2]
Online gaming motivations scale: development and validation
Understanding gamers
/
Yee, Nick
/
Ducheneaut, Nicolas
/
Nelson, Les
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2803-2806
© Copyright 2012 ACM
Summary: Understanding gaming motivations is important given the growing trend of
incorporating game-based mechanisms in non-gaming applications. In this paper,
we describe the development and validation of an online gaming motivations
scale based on a 3-factor model. Data from 2,071 US participants and 645 Hong
Kong and Taiwan participants is used to provide a cross-cultural validation of
the developed scale. Analysis of actual in-game behavioral metrics is also
provided to demonstrate predictive validity of the scale.
[3]
Through the azerothian looking glass: mapping in-game preferences to real
world demographics
Understanding gamers
/
Yee, Nick
/
Ducheneaut, Nicolas
/
Shiao, Han-Tai
/
Nelson, Les
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2811-2814
© Copyright 2012 ACM
Summary: Examining how in-game behavior preferences map onto real world demographics
provides important empirically-derived insights into how to match game-based
mechanisms to target demographic segments. Using behavioral and demographic
data from 1,037 World of Warcraft players, we use multiple regressions to
provide this mapping. Given current interest in "gamifying" applications, we
believe these findings are relevant for both gaming and non-gaming research.
[4]
Introverted elves & conscientious gnomes: the expression of personality
in World of Warcraft
Identity & virtual social interactions
/
Yee, Nick
/
Ducheneaut, Nicolas
/
Nelson, Les
/
Likarish, Peter
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.753-762
© Copyright 2011 ACM
Summary: Personality inference can be used for dynamic personalization of content or
system customization. In this study, we examined whether and how personality is
expressed in Virtual Worlds (VWs). Survey data from 1,040 World of Warcraft
players containing demographic and personality variables was paired with their
VW behavioral metrics over a four-month period. Many behavioral cues in VWs
were found to be related to personality. For example, Extraverts prefer group
activities over solo activities. We also found that these behavioral indicators
can be used to infer a player's personality.
[5]
Do men heal more when in drag?: conflicting identity cues between user and
avatar
Identity & virtual social interactions
/
Yee, Nick
/
Ducheneaut, Nicolas
/
Yao, Mike
/
Nelson, Les
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.773-776
© Copyright 2011 ACM
Summary: Studies in the Proteus Effect have shown that users conform to stereotypes
associated with their avatar's appearance. In this study, we used longitudinal
behavioral data from 1,040 users in a virtual world to examine the behavioral
outcome of conflicting gender cues between user and avatar. We found that
virtual gender had a significant effect on in-game behaviors for both healing
and player-vs-player activity.
[6]
Variation in importance of time-on-task with familiarity with mobile phone
models
Methods to aid & structure design
/
Suzuki, Shunsuke
/
Bellotti, Victoria
/
Yee, Nick
/
John, Bonnie E.
/
Nakao, Yusuke
/
Asahi, Toshiyuki
/
Fukuzumi, Shin'ichi
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.2551-2554
© Copyright 2011 ACM
Summary: We studied the extent to which time-on-task is correlated with perception of
usability for people who are familiar with a phone model and for those who are
not. Our controlled experiment, conducted in Japan, correlated subjective
usability assessments with time-on-task for expert and novice users on three
different mobile phone models. We found that the correlation between perceived
usability and time-on-task is stronger when participants are more familiar with
the phone model. While not significant when initially inspecting a new phone
model, a negative correlation between time-on-task and perceived usability
becomes significant with as little as an hour's time doing tasks on the
unfamiliar phone. This suggests that designing the UI to make time-on-task as
short as possible may not have much effect on the purchase decision, but as
experience increases, it may increase the loyalty of existing users.
[7]
Effects of content and time of delivery on receptivity to mobile
interruptions
Activities in a mobile context
/
Fischer, Joel E.
/
Yee, Nick
/
Bellotti, Victoria
/
Good, Nathan
/
Benford, Steve
/
Greenhalgh, Chris
Proceedings of 12th Conference on Human-computer interaction with mobile
devices and services
2010-09-07
p.103-112
Keywords: content, context, empirical study, experience-sampling, interruption,
mobile, push vs. pull, quasi-experiment, receptivity, SMS
© Copyright 2010 ACM
Summary: In this paper we investigate effects of the content of interruptions and of
the time of interruption delivery on mobile phones. We review related work and
report on a naturalistic quasi-experiment using experience-sampling that showed
that the receptivity to an interruption is influenced by its content rather
than by its time of delivery in the employed modality of delivery -- SMS. We
also examined the underlying variables that increase the perceived quality of
content and found that the factors interest, entertainment, relevance and
actionability influence people's receptivity significantly. Our findings inform
system design that seeks to provide context-sensitive information or to predict
interruptibility and suggest the consideration of receptivity as an extension
to the way we think and reason about interruptibility.
[8]
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
[9]
Problematic Internet use and psychosocial well-being among MMO players
/
Caplan, Scott
/
Williams, Dmitri
/
Yee, Nick
Computers in Human Behavior
2009-11
v.25
n.6
p.1312-1319
Keywords: MMO
Keywords: Problematic Internet use
Keywords: Gaming
Keywords: Well-being
Keywords: MMORPG
© Copyright 2009 Elsevier Ltd.
Summary: The current study examined problematic Internet use (PIU) among people who
play MMO games and sought to determine whether aspects of the MMO experience
are useful predictors of PIU. The study sought to determine whether
game-related variables could predict PIU scores after accounting for their
relationships with psychosocial well-being. Novel methods allowed us, for the
first time, to connect in-game behaviors with survey results of over 4000 MMO
players. The results revealed that MMO gaming variables contributed a
substantively small, but statistically significant amount of explained variance
to PIU scores.
[10]
Empirical Comparison of Task Completion Time between Mobile Phone Models
with Matched Interaction Sequences
Mobile Interaction
/
Suzuki, Shunsuke
/
Nakao, Yusuke
/
Asahi, Toshiyuki
/
Bellotti, Victoria
/
Yee, Nick
/
Fukuzumi, Shin'ichi
HCI International 2009: 13th International Conference on Human-Computer
Interaction, Part III: Ambient, Ubiquitous and Intelligent Interaction
2009-07-19
v.3
p.114-122
Keywords: Cognitive Model; CogTool; Evaluation; Human Centered Design; Human
Interface; Mobile Phone; Systematization; Usability Test
Copyright © 2009 Springer-Verlag
Summary: CogTool is a predictive evaluation tool for user interfaces. We wanted to
apply CogTool to an evaluation of two mobile phones, but, at the time of
writing, CogTool lacks the necessary (modeling baseline) observed human
performance data to allow it to make accurate predictions about mobile phone
use. To address this problem, we needed to collect performance data from both
novice users' and expert users' interactions to plug into CogTool. Whilst
novice users for a phone are easy to recruit, in order to obtain observed data
on expert users' performance, we had to recruit owners of our two target mobile
phone models as participants. Unfortunately, it proved to be hard to find
enough owners of each target phone model. Therefore we asked if multiple
similar models that had matched interaction sequences could be treated as the
same model from the point of view of expert performance characteristics. In
this paper, we report an empirical experimental exercise to answer this
question. We compared identical target task completion time for experts across
two groups of similar models. Because we found significant differences in some
of the task completion times within one group of models, we would argue that it
is not generally advisable to consider multiple phone models as equivalent for
the purpose of obtaining observed data for predictive modeling.
[11]
Designed to Fit: Challenges of Interaction Design for Clothes Fitting Room
Technologies
Work, Collaboration and Business
/
Begole, Bo
/
Matsumoto, Takashi
/
Zhang, Wei
/
Yee, Nicholas
/
Liu, Juan
/
Chu, Maurice
HCI International 2009: 13th International Conference on Human-Computer
Interaction, Part IV: Interacting in Various Application Domains
2009-07-19
v.4
p.448-457
Keywords: Ubiquitous computing; pervasive; ambient intelligence; retail technologies;
privacy; online social networks; fashion
Copyright © 2009 Springer-Verlag
Summary: This paper uncovers issues in the design of camera-based technologies to
support retail shopping in a physical store, specifically clothes shopping. An
emerging class of technology is targeting the enhancement of retail shopping,
including the trying on of clothing. Designing such systems requires careful
considerations of physical and electronic design, as well as concerns about
user privacy. We explore the entire design cycle using a technology concept
called the Responsive Mirror through its conception, prototyping and
evaluation. The Responsive Mirror is an implicitly controlled video technology
for clothes fitting rooms that allows a shopper to directly compare a currently
worn garment with images from the previously worn garment. The orientation of
images from past trials is matched to the shopper's pose as he moves. To
explore the tension between privacy and publicity, the system also allows
comparison to clothes that other people in the shoppers' social network are
wearing. A user study elicited a number of design tradeoffs regarding privacy,
adoption, benefits to shoppers and merchants and user behaviors in fitting
rooms.
[12]
Body and mind: a study of avatar personalization in three virtual worlds
New media experiences 1
/
Ducheneaut, Nicolas
/
Wen, Ming-Hui
/
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.
[13]
Detecting digital chameleons
/
Bailenson, Jeremy N.
/
Yee, Nick
/
Patel, Kayur
/
Beall, Andrew C.
Computers in Human Behavior
2008-01
v.24
n.1
p.66-87
Keywords: Embodied agents
Keywords: Social interaction
Keywords: Virtual reality
Keywords: Turing test
© Copyright 2008 Elsevier Ltd.
Summary: Conversations are characterized by an interactional synchrony between verbal
and nonverbal behaviors [Kendon, A. (1970). Movement coordination in social
interaction: some examples described. Acta Psychologica, 32(2), 101-125]. A
subset of these contingent conversational behaviors is direct mimicry. During
face to face interaction, people who mimic the verbal [Giles, H., Coupland, J.,
& Coupland, N. (1991). Accommodation theory: Communication, context, and
consequence. In Giles, H., Coupland, J., & Coupland, N. Contexts of
accommodation. Developments in applied sociolinguistics. Cambridge: Cambridge
University Press] and nonverbal behaviors [Chartrand, T. L., & Bargh, J. A.
(1999). The chameleon effect: the perception-behavior link and social
interaction. Journal of Personality and Social Psychology, 76, 893-910] gain
social advantage. Most research examining mimicry behavior in interaction
examines 'implicit mimicry' in which the mimicked individual is unaware of the
behavior of the mimicker. In this paper, we examined how effective people were
at explicitly detecting mimicking computer agents and the consequences of mimic
detection in terms of social influence and interactional synchrony. In
Experiment 1, participant pairs engaged in a "one-degree of freedom" Turing
Test. When the computer agent mimicked them, users were significantly worse
than chance at identifying the other human. In Experiment 2, participants were
more likely to detect mimicry in an agent that mirror-mimicked their head
movements (three degrees of freedom) than agents that either congruently
mimicked their behaviors or mimicked those movements on another rotational
axis. We discuss implications for theories of interactivity.
[14]
A meta-analysis of the impact of the inclusion and realism of human-like
faces on user experiences in interfaces
Faces & bodies in interaction
/
Yee, Nick
/
Bailenson, Jeremy N.
/
Rickertsen, Kathryn
Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems
2007-04-28
v.1
p.1-10
© Copyright 2007 ACM
Summary: The use of embodied agents, defined as visual human-like representations
accompanying a computer interface, is becoming prevalent in applications
ranging from educational software to advertisements. In the current work, we
assimilate previous empirical studies which compare interfaces with visually
embodied agents to interfaces without agents, both using an informal,
descriptive technique based on experimental results (46 studies) as well as a
formal statistical meta-analysis (25 studies). Results revealed significantly
larger effect sizes when analyzing subjective responses (i.e., questionnaire
ratings, interviews) than when analyzing behavioral responses such as task
performance and memory. Furthermore, the effects of adding an agent to an
interface are larger than the effects of animating an agent to behave more
realistically. However, the overall effect sizes were quite small (e.g., across
studies, adding a face to an interface only explains approximately 2.5% of the
variance in results). We discuss the implications for both designers building
interfaces as well as social scientists designing experiments to evaluate those
interfaces.
[15]
The life and death of online gaming communities: a look at guilds in world
of warcraft
Games
/
Ducheneaut, Nicolas
/
Yee, Nicholas
/
Nickell, Eric
/
Moore, Robert J.
Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems
2007-04-28
v.1
p.839-848
© Copyright 2007 ACM
Summary: Massively multiplayer online games (MMOGs) can be fascinating laboratories
to observe group dynamics online. In particular, players must form persistent
associations or "guilds" to coordinate their actions and accomplish the games'
toughest objectives. Managing a guild, however, is notoriously difficult and
many do not survive very long. In this paper, we examine some of the factors
that could explain the success or failure of a game guild based on more than a
year of data collected from five World of Warcraft servers. Our focus is on
structural properties of these groups, as represented by their social networks
and other variables. We use this data to discuss what games can teach us about
group dynamics online and, in particular, what tools and techniques could be
used to better support gaming communities.
[16]
Virtual Interpersonal Touch: Expressing and Recognizing Emotions Through
Haptic Devices
/
Bailenson, Jeremy N.
/
Yee, Nick
/
Brave, Scott
/
Merget, Dan
/
Koslow, David
Human-Computer Interaction
2007
v.22
n.3
p.325-353
© Copyright 2007 Lawrence Erlbaum Associates
Summary: This article examines the phenomenon of Virtual Interpersonal Touch (VIT),
people touching one another via force-feedback haptic devices. As collaborative
virtual environments become utilized more effectively, it is only natural that
interactants will have the ability to touch one another. In the work presented
here, we used relatively basic devices to begin to explore the expression of
emotion through VIT. In Experiment 1, participants utilized a 2 DOF
force-feedback joystick to express seven emotions. We examined various
dimensions of the forces generated and subjective ratings of the difficulty of
expressing those emotions. In Experiment 2, a separate group of participants
attempted to recognize the recordings of emotions generated in Experiment 1. In
Experiment 3, pairs of participants attempted to communicate the seven emotions
using physical handshakes. Results indicated that humans were above chance when
recognizing emotions via VIT but not as accurate as people expressing emotions
through nonmediated handshakes. We discuss a theoretical framework for
understanding emotions expressed through touch as well as the implications of
the current findings for the utilization of VIT in human-computer interaction.
[17]
"Alone together?": exploring the social dynamics of massively multiplayer
online games
Games and performances
/
Ducheneaut, Nicolas
/
Yee, Nicholas
/
Nickell, Eric
/
Moore, Robert J.
Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems
2006-04-22
v.1
p.407-416
© Copyright 2006 ACM
Best paper nominee: This paper presents a longitudinal empirical
study of a Massively Multiplayer Online Game (MMOG) by analyzing actual
usage logs of a game. A more refined understanding of the social nature
of these games (more for audience than for collaboration) is
articulated, suggesting implications for the design of social
interaction in these games.
Summary: Massively Multiplayer Online Games (MMOGs) routinely attract millions of
players but little empirical data is available to assess their players' social
experiences. In this paper, we use longitudinal data collected directly from
the game to examine play and grouping patterns in one of the largest MMOGs:
World of Warcraft. Our observations show that the prevalence and extent of
social activities in MMOGs might have been previously over-estimated, and that
gaming communities face important challenges affecting their cohesion and
eventual longevity. We discuss the implications of our findings for the design
of future games and other online social spaces.