Computer Supported Cooperative Work (CSCW)

, Volume 16, Issue 3, pp 265–305 | Cite as

Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds

  • Robert J. Moore
  • Nicolas Ducheneaut
  • Eric Nickell
Article

Abstract

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.

Keywords

collaborative virtual environments conversation analysis ethnomethodology game design Massively Multiplayer Online Games virtual worlds 

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Copyright information

© Springer Science+Business Media, Inc. 2006

Authors and Affiliations

  • Robert J. Moore
    • 1
  • Nicolas Ducheneaut
    • 1
  • Eric Nickell
    • 1
  1. 1.Palo Alto Research CenterPalo AltoUSA

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