Multiplayer games are less well understood. Uses and characteristics of chat in first-person online While chatting in MMORPGs has attracted some scholarly attention, the Which, we propose, is the nature of the chat that takes (MMORPGs) along a number of dimensions, one of Massively multiplayer online role-playing games Games of the type commonly called first-person shooters (FPS). These considerations are especially relevant for textĬhat that takes place in first-person online multiplayer How usersĭistribute their attention across media content, especially in MOGs in which game play is fast-paced andĬontinuous, can shed light on how multitasking worksĪnd what devices and platforms best facilitate it. Which two or more synchronized or coordinated mediaĪre used simultaneously or in alternation. Time involves multitasking, or media coactivity, in Relatedly, playing a game and chatting at the same Generally, as well as suggesting design improvementsįrom a CMC perspective that may be less obvious from Focusing squarely on the chat aspect rather than game design or game play can pr ovide a revealing lens through which to understand CMC more Game play MOGs are designed first and foremost with In the case of MOG chat, the primary activity is Other information or entertainment-related activities Media format in which it is secondary, by design, to MOG chat deserves study for a number of reasons.įirst, it is a type of convergent media computermediated communicationcomputer-mediated communication (CMC) that takes place in a convergent However, while a number of studies have commented on this phenomenon, it has rarely been theirįocus, with the result that the uses and characteristics Play, either via voice or, more commonly, synchronous Have generated much popular and scholarly interest. In recent years, multiplayer online games (MOGs) Implications are discussed for multitasking, classifying multiplayer online games, and enhancing theĬhatability, or chat usability, of first-person shooter The findings reveal that publicĬhat is used actively in BZFlag, primarily to react toĪnd negotiate game play, and that extended conversations occur intermittently and are surprisingly coherent. Chatĭata were analyzed using methods of content and discourse analysis, including analyzing the coherence ofĮxtended conversations. Public text chat in BZFlag, an open source capturethe-flag game in which user avatars are tanks. Gaming environment? This paper reports on a study of What, and how coherently, when they are shootingĮnemies and dodging bullets in a fast-paced virtual Indiana University, actively do users chat, with whom, about Proceedings of the 42nd Hawaii International Conference on System Sciences - 2009įast Talking, Fast Shooting: Text Chat in an Online First-Person Game
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