Introduction: personalized views of personalization
Communications of the ACM
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Making recommendations better: an analytic model for human-recommender interaction
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Talk amongst yourselves: inviting users to participate in online conversations
Proceedings of the 12th international conference on Intelligent user interfaces
The truth about lying in online dating profiles
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The life and death of online gaming communities: a look at guilds in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Body and mind: a study of avatar personalization in three virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Automatic recognition of personality in conversation
NAACL-Short '06 Proceedings of the Human Language Technology Conference of the NAACL, Companion Volume: Short Papers
Metaphors for social relationships in 3d virtual worlds
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Come meet me at Ulduar: progression raiding in world of warcraft
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Online gaming motivations scale: development and validation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the International Conference on the Foundations of Digital Games
Inferring personality of online gamers by fusing multiple-view predictions
UMAP'12 Proceedings of the 20th international conference on User Modeling, Adaptation, and Personalization
Computers in Human Behavior
Friends FTW! friendship and competition in halo: reach
Proceedings of the 2013 conference on Computer supported cooperative work
Control your game-self: effects of controller type on enjoyment, motivation, and personality in game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Unveiling the multimedia unconscious: implicit cognitive processes and multimedia content analysis
Proceedings of the 21st ACM international conference on Multimedia
How players value their characters in world of warcraft
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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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.