Awareness and coordination in shared workspaces
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
Media spaces: bringing people together in a video, audio, and computing environment
Communications of the ACM
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
Interaction and outeraction: instant messaging in action
CSCW '00 Proceedings of the 2000 ACM conference on Computer supported cooperative work
Co-Constructing Non-Mutual Realities: Delay-Generated Trouble in Distributed Interaction
Computer Supported Cooperative Work
Conversation and Community: Chat in a Virtual World
Conversation and Community: Chat in a Virtual World
The Problem with 'Awareness': Introductory Remarks on 'Awareness in CSCW'
Computer Supported Cooperative Work
Instant messaging in teen life
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
Network Community Design: A Social-Technical DesignCircle
Computer Supported Cooperative Work
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
Designing Virtual Worlds
Coordinating joint activity in avatar-mediated interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing sociable IT for public use
UbiComp '08 Proceedings of the 10th international conference on Ubiquitous computing
Situated practices of looking: visual practice in an online world
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Irreversibility and forceback in public interfaces
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
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
Exploring user experiences as predictors of MMORPG addiction
Computers & Education
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
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
Where are you pointing?: the accuracy of deictic pointing in CVEs
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds
Computer Supported Cooperative Work
Design ideas for IT in public spaces
Personal and Ubiquitous Computing
Expert Systems with Applications: An International Journal
ACE'10 Proceedings of the 9th WSEAS international conference on Applications of computer engineering
Social awareness: the power of digital elements in collaborative environment
WSEAS Transactions on Computers
Motivated learning agent model for distributed collaborative systems
Expert Systems with Applications: An International Journal
Improving visibility of remote gestures in distributed tabletop collaboration
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Three sequential positions of query repair in interactions with internet search engines
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A study on exploring participant behavior and virtual community in MMORPG
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
Computer Supported Cooperative Work
Virtual space and place: theory and test
MIS Quarterly
Controlling an avatar's pointing gestures in desktop collaborative virtual environments
Proceedings of the 17th ACM international conference on Supporting group work
International Journal of Gaming and Computer-Mediated Simulations
Support for deictic pointing in CVEs: still fragmented after all these years'
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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To date the most popular and sophisticated types of virtual worlds can be found in the area of video gaming, especially in the genre of Massively Multiplayer Online Role Playing Games (MMORPG). Game developers have made great strides in achieving game worlds that look and feel increasingly realistic. However, despite these achievements in the visual realism of virtual game worlds, they are much less sophisticated when it comes to modeling face-to-face interaction. In face-to-face, ordinary social activities are "accountable," that is, people use a variety of kinds of observational information about what others are doing in order to make sense of others' actions and to tightly coordinate their own actions with others. Such information includes: (1) the real-time unfolding of turns-at-talk; (2) the observability of embodied activities; and (3) the direction of eye gaze for the purpose of gesturing. But despite the fact that today's games provide virtual bodies, or "avatars," for players to control, these avatars display much less information about players' current state than real bodies do. In this paper, we discuss the impact of the lack of each type of information on players' ability to tightly coordinate their activities and offer guidelines for improving coordination and, ultimately, the players' social experience.