CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The social-technical design circle
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Design in the absence of practice: breaching experiments
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Performing perception—staging aesthetics of interaction
ACM Transactions on Computer-Human Interaction (TOCHI)
Situated practices of looking: visual practice in an online world
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Wii all play: the console game as a computational meeting place
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Street fighter IV: braggadocio off and on-line
Proceedings of the 2010 ACM conference on Computer supported cooperative work
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
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The latest in the most popular head-to-head fighting video series, Super Street Fighter IV by Capcom, now features spectating functionality. Coupled with audio chat, players can both watch and participate in matches with anyone in the world. We describe a video analysis of over 36 hours of gameplay in SSF4. Our results show that players can deftly structure audio when spectating to transform gameplay in SSF4. This new hybrid spectator sport in which boundaries between actor and audience are blurred exhibits three significant characteristics: the audio recreates the arcade culture, appropriates "invisible" but real players, and symbolically creates power relations between mute and speaking gamers. We also present exploratory evidence that suggests a starkly different experience for female gamers who wish to audibly join in virtual spectating.