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"Friendly, don't shoot!": how communication design can enable novel social interactions

Published: 26 November 2012 Publication History

Abstract

The ability to communicate by voice in multiplayer networked virtual worlds has become almost ubiquitous over the past decade. Yet the possibilities for creating interesting social dynamics and game play experiences through the design and configuration of voice channels remains largely unexplored. In this paper we discuss the first person shooter game DayZ, which utilizes a relatively unique voice communication system. We examine the design of DayZ's voice channel and present examples of its use in order to understand how its configuration influences social interaction and game play. We claim that two features of this system - proximity and all-to-all - enable novel and enjoyable game play experiences and user interactions.

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  • (2020)Transferability of Voice Communication in Games to Virtual Teams Training for Crisis ManagementImproving the Safety and Efficiency of Emergency Services10.4018/978-1-7998-2535-7.ch018(399-433)Online publication date: 2020
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cover image ACM Other conferences
OzCHI '12: Proceedings of the 24th Australian Computer-Human Interaction Conference
November 2012
692 pages
Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • New Zealand Chapter of ACM SIGCHI
  • Human Factors & Ergonomics Soc: Human Factors & Ergonomics Soc

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 November 2012

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Author Tags

  1. CMC
  2. DayZ
  3. FPS
  4. MMOG
  5. VoIP
  6. game play experience
  7. social interaction
  8. virtual world
  9. voice communication

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  • Research-article

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OzCHI '12
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  • Human Factors & Ergonomics Soc

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Overall Acceptance Rate 362 of 729 submissions, 50%

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Cited By

View all
  • (2023)Social gamingComputers in Human Behavior10.1016/j.chb.2023.107851147:COnline publication date: 1-Oct-2023
  • (2021)Tabletop Games in the Age of Remote Collaboration: Design Opportunities for a Socially Connected Game ExperienceProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445512(1-14)Online publication date: 6-May-2021
  • (2020)Transferability of Voice Communication in Games to Virtual Teams Training for Crisis ManagementImproving the Safety and Efficiency of Emergency Services10.4018/978-1-7998-2535-7.ch018(399-433)Online publication date: 2020
  • (2020)Dijital Oyunlarda Oynanış ve Anlatı İlişkisi: DayZ Oyunu ve Village TopluluğuGalatasaray Üniversitesi İleti-ş-im Dergisi10.16878/gsuilet.620851Online publication date: 24-Jun-2020
  • (2020)Everyone in Space Wants to Hear You ScreamJournal of Sound and Music in Games10.1525/jsmg.2020.1.3.151:3(15-34)Online publication date: 1-Jul-2020
  • (2017)A Participatory Design Approach with Visually Impaired People for the Design of an Art ExhibitionInternational Journal of Sociotechnology and Knowledge Development10.4018/IJSKD.20171001049:4(43-57)Online publication date: 1-Oct-2017
  • (2017)From Human-Centered Design to Disabled User & Ecosystem Centered Design in Case of Assistive Interactive SystemsInternational Journal of Sociotechnology and Knowledge Development10.4018/IJSKD.20171001039:4(28-42)Online publication date: 1-Oct-2017
  • (2017)Developing a Participatory Approach to Accessible DesignInternational Journal of Sociotechnology and Knowledge Development10.4018/IJSKD.20171001019:4(1-11)Online publication date: 1-Oct-2017
  • (2017)Influence of Perceived Risks on Consumers' Online Purchase BehaviourInternational Journal of Sociotechnology and Knowledge Development10.4018/IJSKD.20170701029:3(17-37)Online publication date: 1-Jul-2017
  • (2017)The Ethics of Machine-Based LearningInternational Journal of Sociotechnology and Knowledge Development10.4018/IJSKD.20170101049:1(53-66)Online publication date: 1-Jan-2017
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