Awareness and coordination in shared workspaces
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
Design for individuals, design for groups: tradeoffs between power and workspace awareness
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
Group awareness in distributed software development
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Broadcasting information via display names in instant messaging
GROUP '05 Proceedings of the 2005 international ACM SIGGROUP conference on Supporting group work
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Virtual "Third Places": A Case Study of Sociability in Massively Multiplayer Games
Computer Supported Cooperative Work
PLATO: a coordination framework for designers of multi-player real-time digital games
Proceedings of the International Conference on the Foundations of Digital Games
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Massively multiplayer online games (MMOGs) have been known to create rich and versatile social worlds for thousands of millions of players to participate. As such, various game elements and advance technologies such as artificial intelligence have been applied to encourage and facilitate social interactions in these online communities, the key to the success of MMOGs. However, there is a lack of studies addressing the usability of these elements in games. In this paper, we look into interaction patterns and awareness design elements that support the awareness in LastWorld and FairyLand. Experimental results obtained through both in-game experiences and player interviews reveal that not all awareness tools (e.g., an in-game map) have been fully exploited by players. In addition, those players who are aware of these tools are not satisfied with them. Our findings suggest that awareness-oriented tools/channels should be easy to interpret and rich in conveying "knowledge" so as to reduce players-cognitive overload. These findings of this research recommend considerations of early stage MMOG design.