The lessons of Lucasfilm's habitat
Cyberspace
User embodiment in collaborative virtual environments
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Re-place-ing space: the roles of place and space in collaborative systems
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Practically accomplishing immersion: cooperation in and for virtual environments
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
CHI 98 Cconference Summary on Human Factors in Computing Systems
Introduction: The State of Play
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
Fragmented interaction: establishing mutual orientation in virtual environments
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
Let's browse: a collaborative Web browsing agent
IUI '99 Proceedings of the 4th international conference on Intelligent user interfaces
Identity in virtual communities
ACM SIGGROUP Bulletin
Revealing the realities of collaborative virtual reality
Proceedings of the third international conference on Collaborative virtual environments
Object-focused interaction in collaborative virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
Linking public spaces: technical and social issues
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The affordances of media spaces for collaboration
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Technology in Action
Collaborative Virtual Environments: Digital Places and Spaces for Interaction
Collaborative Virtual Environments: Digital Places and Spaces for Interaction
Creating assemblies:: aboard the Ghost Ship
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
GROUP '03 Proceedings of the 2003 international ACM SIGGROUP conference on Supporting group work
The drift table: designing for ludic engagement
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Funology: from usability to enjoyment
Funology: from usability to enjoyment
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
ECSCW'01 Proceedings of the seventh conference on European Conference on Computer Supported Cooperative Work
ECSCW'03 Proceedings of the eighth conference on European Conference on Computer Supported Cooperative Work
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Playmakers in multiplayer game communities: their importance and motivations for participation
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Improving recognition and characterization in groupware with rich embodiments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Coordinating joint activity in avatar-mediated interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sharing the square: collaborative leisure in the city streets
ECSCW'05 Proceedings of the ninth conference on European Conference on Computer Supported Cooperative Work
Virtual "Third Places": A Case Study of Sociability in Massively Multiplayer Games
Computer Supported Cooperative Work
A Look at Tokyo Youth at Leisure: Towards the Design of New Media to Support Leisure Outings
Computer Supported Cooperative Work
Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds
Computer Supported Cooperative Work
Utzon's studio as a collaborative virtual environment
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Social Perception and Steering for Online Avatars
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
Situated practices of looking: visual practice in an online world
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Blissfully productive: grouping and cooperation in world of warcraft instance runs
Proceedings of the 2008 ACM conference on Computer supported cooperative work
A hybrid cultural ecology: world of warcraft in China
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Body and mind: a study of avatar personalization in three virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Capturing and sharing memories in a virtual world
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Presenting identity in a virtual world through avatar appearances
Proceedings of Graphics Interface 2009
OCSC '09 Proceedings of the 3d International Conference on Online Communities and Social Computing: Held as Part of HCI International 2009
Situating Productive Play: Online Gaming Practices and Guanxi in China
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
A study of virtual environments for enterprise collaboration
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
The rogue in the lovely black dress: intimacy in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Managing fairness: reward distribution in a self-organized online game player community
OCSC'07 Proceedings of the 2nd international conference on Online communities and social computing
Games for CS education: computer-supported collaborative learning and multiplayer games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Social awareness: the power of digital elements in collaborative environment
WSEAS Transactions on Computers
Modeling and simulation of cellular transport mechanism as a game
Proceedings of the 2010 Summer Computer Simulation Conference
A study of awareness in multimedia search
Information Processing and Management: an International Journal
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
Modeling and simulation of 3-D virtual cell as a game
SCSC '09 Proceedings of the 2009 Summer Computer Simulation Conference
Interacting with Computers
EGVE'08 Proceedings of the 14th Eurographics conference on Virtual Environments
Card board: a flexible environment for any game, anyone, any moment
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Social media as online mentoring tools for STEM students with and without disabilities
UAHCI'13 Proceedings of the 7th international conference on Universal Access in Human-Computer Interaction: applications and services for quality of life - Volume Part III
Reflections on 25 Years of Ethnography in CSCW
Computer Supported Cooperative Work
Hi-index | 0.00 |
Video games are of increasing importance, both as a cultural phenomenon and as an application of collaborative technology. In particular, many recent online games feature persistent collaborative virtual environments (CVEs), with complex social organisation and strong social bonds between players. This paper presents a study of 'There', one such game, focusing on how There has been appropriated by its players. In particular we describe how its flexibility has allowed players to develop their own forms of play within the game. Three aspects of There are discussed: first, how the environment supports a range of social activities around objects. Second, how the chat environment is used to produce overlapping chat and how the game itself provides topics for conversation. Lastly, how the 'place' of There is a fluid interaction space that supports safe interactions between strangers. The paper concludes by drawing design lessons concerning the importance of supporting shared online activity, interaction between strangers, and the difficulties of designing for play.