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Designing and evaluating sociability in online video games

Published: 27 April 2013 Publication History

Abstract

The emergence of Online Video Games has led to new ways of socializing with friends. Nowadays a good online game is also associated with the pleasure of socializing and interaction with other players. One cannot play such a game solitarily in a meaningful sense without interacting with the other players. However, there are still no integrated ways of designing and evaluating the inherent sociability of online video games, nor are there methods or guidelines for designing and evaluating social user experiences. Designers of online video games are often left to use their intuition and experience, many times leading to design failures.
This workshop aims to further the understanding of designing for sociability and evaluating such designs for online video games. The goal is to exact a framework for the design of sociability structures in online games, and identify methods of effective evaluation of those structures that are practical and can be applied in the industry. With the wide reach of online video games, the time is ripe to codify and integrate the methods that have been developed for designing and evaluating social player experiences. The results will then be turned into a methodological framework that enables online video game designers to select appropriately existing methods and tools to design and evaluate systematically the social player experience of their online computer game prototypes and products.

References

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J. Fromme, Proceedings of Computer Games / Players / Game Cultures: State and Perspectives of Digital Game Studies. City, 2009. Retrieved September 1, 2012 from http://www.ovgu.de/gamecultures/index.php
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R. Bernhaupt, M. Eckschlager, and M. Tscheligi. 2007. Methods for evaluating games: how to measure usability and user experience in games. In Advances in computer entertainment technology. ACM, New York, NY, 309--310.
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G. Christou, P. Zaphiris, C. S. Ang, and E. L-C Law. 2011. Designing for the user experience of sociability in massively multiplayer online games. In CHI '11 Extended Abstracts on Human Factors in Computing Systems. ACM, New York, NY, USA, 879--882.
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N. Ducheneaut, R. J. Moore, and E. Nickell. 2007. Virtual "Third Places": A Case Study of Sociability in Massively Multiplayer Games. Comput. Supported Coop. Work 16, 1--2 (April 2007), 129--166.
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N. Ducheneaut, N. Yee, E. Nickell, and R. J. Moore. 2006. "Alone together?": exploring the social dynamics of massively multiplayer online games. In Proc. of the SIGCHI Conf. on Human Factors in Computing Systems, ACM, New York, NY, USA, 407--416.
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L. Eklund and M. Johansson. 2010. Social play? A study of social interaction in temporary group formation (PUG) in World of Warcraft. In Proc. DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players, DiGRA, Stockholm, Sweden.
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M. Seif El-Nasr, H. Desurvire, L. Nacke, A. Drachen, L. Calvi, K. Isbister, and R. Bernhaupt. 2012. Game user research. In CHI '12 Extended Abstracts on Human Factors in Computing Systems. ACM, New York, NY, USA, 2679--2682.
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P. Zaphiris and C. S. Ang. 2007. Editorial: HCI issues in computer games.Interact. Comput. 19, 2 (March 2007), 135--139. \

Cited By

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  • (2017)The Little Doormaid: An Initial Literature Review Toward a Video Game About Mentoring, Social Innovation and TechnologyEntertainment Computing – ICEC 201710.1007/978-3-319-66715-7_47(392-395)Online publication date: 18-Sep-2017
  • (2015)Editorial for the CHB special issue on MMOGsComputers in Human Behavior10.1016/j.chb.2015.06.04153:C(515-516)Online publication date: 1-Dec-2015

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  1. Designing and evaluating sociability in online video games

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    cover image ACM Conferences
    CHI EA '13: CHI '13 Extended Abstracts on Human Factors in Computing Systems
    April 2013
    3360 pages
    ISBN:9781450319522
    DOI:10.1145/2468356
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Publication History

    Published: 27 April 2013

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    Author Tags

    1. game experience
    2. massively multiplayer online games
    3. online community
    4. player experience
    5. sociability
    6. social networks
    7. user experience

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    CHI EA '13 Paper Acceptance Rate 630 of 1,963 submissions, 32%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    • (2017)The Little Doormaid: An Initial Literature Review Toward a Video Game About Mentoring, Social Innovation and TechnologyEntertainment Computing – ICEC 201710.1007/978-3-319-66715-7_47(392-395)Online publication date: 18-Sep-2017
    • (2015)Editorial for the CHB special issue on MMOGsComputers in Human Behavior10.1016/j.chb.2015.06.04153:C(515-516)Online publication date: 1-Dec-2015

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