Can You Hear Me Now? The Impact of Voice in an Online Gaming Community

Can You Hear Me Now? The Impact of Voice in an Online Gaming Community
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你能听到我吗?

DOI:
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发表时间:
2007
期刊:
影响因子:
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通讯作者:
Li Xiong
Li Xiong
中科院分区:
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文献类型:
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作者:
Dmitri Williams;Scott E. Caplan;Li Xiong

文献摘要

被引文献

相似文献

本文报道了一个受控的现场实验的结果,其中语音通信被引入到现有的在线社区(在线游戏公会内的流行游戏“魔兽世界”),比较语音和文本的混合与文本。定量结果表明,由于声音的增加,喜欢和信任增加,以及对纯文本游戏意想不到的负面影响的绝缘。研究结果进行了讨论,社会资本,网络巴尔干化,和一般的计算机为媒介的通信文献,特别注意社会信息处理理论。
This paper reports the results of a controlled field experiment in which voice communication was introduced into an existing online community (online gaming guilds within the popular game ‘‘World of Warcraft’’), comparing a mix of voice and text with text only. Quantitative results suggest increases in liking and trust due to the addition of voice, as well as insulation from unexpected negative impacts of text-only play. The findings are discussed with respect to social capital, cyberbalkanization, and the general computer-mediated communication literature, with special attention paid to social information processing theory.