Social translucence: an approach to designing systems that support social processes
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction in the new millennium, Part 1
Online communities: focusing on sociability and usability
The human-computer interaction handbook
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
Comparison of delivery architectures for immersive audio in crowded networked games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
DICE: Internet Delivery of Immersive Voice Communication for Crowded Virtual Spaces
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Towards a framework for designing speech-based player interaction in multiplayer online games
Proceedings of the second Australasian conference on Interactive entertainment
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
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part I
Designing soundscapes of virtual environments for crisis management training
Proceedings of the Designing Interactive Systems Conference
"Friendly, don't shoot!": how communication design can enable novel social interactions
Proceedings of the 24th Australian Computer-Human Interaction Conference
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Voice communication between players can have many benefits relative to text-based communication for game play and social experience in fast-paced multiplayer online games. However, previous research has highlighted some problems with existing implementations of voice-over-IP in online games and suggested the need to carefully design voice communication systems if they are to positively contribute to the game play and social experience of online multiplayer games. In this paper we present the results of a field trial of the "Immersive Communication Environment", a novel voice-over-IP system designed to support player communication in online games by simulating in the game world the way utterances travel through air in the physical world. We found that the proximity-based constraints imposed by this voice communication system created some advantage for players in terms of their game play and their experience of the game as a social event. The findings suggest that players benefit from voice communications systems that make socially salient information available to them according to interactional affordances and constraints that are sensibly designed and well understood.