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[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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ISBN: 978-1-84882-824-7 (print), 978-1-84882-825-4 (online)
Link to Digital Content at Springer
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
Link to Article at sciencedirect
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
Link to Article at sciencedirect
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Article at Taylor & Francis
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
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.
ACM Digital Library Link
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.