Managing mutual awareness in collaborative virtual environments
VRST '94 Proceedings of the conference on Virtual reality software and technology
Talk and embodiment in collaborative virtual environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Fragmented interaction: establishing mutual orientation in virtual environments
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
Lessons learned: building and deploying shared virtual environments
The social life of avatars
The social life of small graphical chat spaces
The social life of avatars
Embodiments, avatars, clones and agents for multi-user, multi-sensory virtual worlds
Multimedia Systems - Special issue on multimedia and multisensory virtual worlds
CSCW at play: 'there' as a collaborative virtual environment
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds
Computer Supported Cooperative Work
The spellbound ones: illuminating everyday collaborative gaming practices in a MMORPG
CSCL'09 Proceedings of the 9th international conference on Computer supported collaborative learning - Volume 1
Problematic Internet use and psychosocial well-being among MMO players
Computers in Human Behavior
Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds
Computer Supported Cooperative Work
The human factors of consistency maintenance in multiplayer computer games
Proceedings of the 16th ACM international conference on Supporting group work
Computer Supported Cooperative Work
What we have here is a failure of companionship: communication in goal-oriented team-mate games
Proceedings of the 23rd Australian Computer-Human Interaction Conference
The effect of communication channel and visual awareness display on coordination in online tasks
Proceedings of the 2012 iConference
Verbal coordination in first person shooter games
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
Friendship, Closeness and Disclosure in Second Life
International Journal of Gaming and Computer-Mediated Simulations
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Massively multiplayer online games (MMOGs) currently represent the most widely used type of social 3D virtual worlds with millions of users worldwide. Although MMOGs take face-to-face conversation as their metaphor for user-to-user interaction, avatars currently give off much less information about what users are doing than real human bodies. Consequently, users routinely encounter slippages in coordination when engaging in joint courses of action. In this study, we analyze screen-capture video of user-to-user interaction in the game, City of Heroes, under two conditions: one with the game's standard awareness cues and the other with enhanced cues. We use conversation analysis to demonstrate interactional slippages caused by the absence of awareness cues, user practices that circumvent such limitations and ways in which enhanced cues can enable tighter coordination.