Using video in the BNR usability lab
ACM SIGCHI Bulletin
Groupware: some issues and experiences
Communications of the ACM
Activity theory as a potential framework for human-computer interaction research
Context and consciousness
Contextual design: defining customer-centered systems
Contextual design: defining customer-centered systems
Social translucence: an approach to designing systems that support social processes
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction in the new millennium, Part 1
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Usability Engineering
Virtual Community: Homesteading on the Electronic Frontier
Virtual Community: Homesteading on the Electronic Frontier
Online communities: focusing on sociability and usability
The human-computer interaction handbook
An ethnographic approach to design
The human-computer interaction handbook
Does it matter if you don't know who's talking?: multiplayer gaming with voiceover IP
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Comparison of delivery architectures for immersive audio in crowded networked games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Towards a framework for designing speech-based player interaction in multiplayer online games
Proceedings of the second Australasian conference on Interactive entertainment
Proceedings of the 3rd Australasian conference on Interactive entertainment
"Friendly, don't shoot!": how communication design can enable novel social interactions
Proceedings of the 24th Australian Computer-Human Interaction Conference
Hi-index | 0.00 |
We used a Model of Technology Appropriation to understand users' initial reaction to, and use of, the voice communication channel provided by Xbox Live. We found that while users expected voice to be an advance over text-based communication, in practice they found it difficult to use, leading some to reject it. There appear to be usability and sociability problems with the way the voice channel is currently configured in some games. We argue that game developers will need to address these problems in order to realise the potential of voice in online multiplayer videogames.