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Social Translucence of the Xbox Live Voice Channel

  • Conference paper

Part of the Lecture Notes in Computer Science book series (LNCS,volume 3166)

Abstract

In this paper we use the concept of ‘social translucence’ to understand users’ initial reaction to, and use of, the voice communication channel provided by Xbox Live. We found that although users expected voice to be an advance over text-based communication, in practice they found voice difficult to use. In particular, users experienced difficulties controlling the voice channel and these difficulties are indicative of usability and sociability problems with the configuration of the voice channel in some Xbox Live games. We argue that game developers will need to address these problems in order to realize the potential of voice in online multiplayer videogames. We believe these problems can be addressed by designing the voice channel so that socially salient information is made available to participants according to interactional affordances and constraints that are sensibly designed and well understood by users.

Keywords

  • Game Play
  • Online Game
  • Digital Environment
  • Voice Communication
  • Salient Information

These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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© 2004 IFIP International Federation for Information Processing

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Gibbs, M.R., Hew, K., Wadley, G. (2004). Social Translucence of the Xbox Live Voice Channel. In: Rauterberg, M. (eds) Entertainment Computing – ICEC 2004. ICEC 2004. Lecture Notes in Computer Science, vol 3166. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-28643-1_48

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  • DOI: https://doi.org/10.1007/978-3-540-28643-1_48

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-22947-6

  • Online ISBN: 978-3-540-28643-1

  • eBook Packages: Springer Book Archive