The effect of communication modality on cooperation in online environments
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Effects of four computer-mediated communications channels on trust development
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
Towards a framework for designing speech-based player interaction in multiplayer online games
Proceedings of the second Australasian conference on Interactive entertainment
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 3rd Australasian conference on Interactive entertainment
Audio vs. Chat: The Effects of Group Size on Media Choice
HICSS '07 Proceedings of the 40th Annual Hawaii International Conference on System Sciences
Factors influencing users' decisions to adopt voice communication in online console games
International Journal of Advanced Media and Communication
Speaking in character: using voice-over-IP to communicate within MMORPGs
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
You can be too rich: mediated communication in a virtual world
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
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The ability to communicate by voice in multiplayer networked virtual worlds has become almost ubiquitous over the past decade. Yet the possibilities for creating interesting social dynamics and game play experiences through the design and configuration of voice channels remains largely unexplored. In this paper we discuss the first person shooter game DayZ, which utilizes a relatively unique voice communication system. We examine the design of DayZ's voice channel and present examples of its use in order to understand how its configuration influences social interaction and game play. We claim that two features of this system - proximity and all-to-all - enable novel and enjoyable game play experiences and user interactions.