Voice in Virtual Worlds: The Design, Use, and Influence of Voice Chat in Online Play

Voice in Virtual Worlds: The Design, Use, and Influence of Voice Chat in Online Play
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虚拟世界中的语音:在线游戏中语音聊天的设计、使用和影响

DOI:
10.1080/07370024.2014.987346
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发表时间:
2015
期刊:
Human–Computer Interaction
影响因子:
--
通讯作者:
M. Gibbs
M. Gibbs
中科院分区:
--
文献类型:
--
作者:
G. Wadley;M. Carter;M. Gibbs

文献摘要

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通信是任何协作系统的关键方面。在在线多人游戏和虚拟世界中,它尤其复杂。用户长时间存在,需要同步和异步通信,并且在管理虚拟和物理使用环境时可能更喜欢匿名或参与身份游戏。最初,虚拟世界中玩家与玩家之间交流的唯一媒介是文本,这是一种非常适合身份扮演和异步交流的媒介,不太适合朋友之间的快节奏协调和社交。在过去的十年中,供应商已经为游戏玩家提供了通过语音进行交流的设备。然而,很少有研究能够帮助我们理解语音对使用虚拟空间体验的影响:语音在哪里、何时、对谁有益,以及如何配置。为了弥补这一差距,我们研究了一系列在线游戏环境。我们从人机交互、计算机支持的协同工作和计算机中介通信的角度分析了我们的观察结果。我们的结论是,语音从根本上改变了在线游戏的体验,使虚拟空间更加强烈的社会性,但消除了一些身份扮演,多任务处理和多游戏的机会,同时引入了对传输给谁的模糊性。
Communication is a critical aspect of any collaborative system. In online multiplayer games and virtual worlds it is especially complex. Users are present over long periods, require both synchronous and asynchronous communication, and may prefer to be pseudonymous or engage in identity-play while managing virtual and physical use contexts. Initially the only medium for player-to-player communication in virtual worlds was text, a medium well suited to identity-play and asynchronous communication, less so to fast-paced coordination and sociability among friends. During the past decade vendors have introduced facilities for gamers to communicate by voice. Yet little research has been conducted to help us understand the influence of voice on the experience of using virtual space: Where, when, and for whom voice is beneficial, and how it might be configured. To address this gap we examined a range of online gaming environments. We analyzed our observations in the light of theory from Human–Computer Interaction, Computer-Supported Cooperative Work, and Computer-Mediated Communication. We conclude that voice radically transforms the experience of online gaming, making virtual spaces more intensely social but removing some of the opportunity for identity play, multitasking, and multigaming while introducing ambiguity over what is being transmitted to whom.