ABSTRACT
In an empirical study we investigated how matchmaking for online gaming platforms could benefit from additional implicit information conveyed in profiles that include photos or voice recordings. We used 150 real online gamer profiles (50 text-only, 50 text & photo, 50 text & voice) to elicit gaming partner preferences from 267 online gamers. We found profiles with photos to lead to lower overall preference, indicating that people used them to reject potential partners. Voice recordings did not reduce overall preference but gave participants relevant information for gaming partner choice. We close with recommendations for the design of profile-based matchmaking systems.
- Bos, N., Olson, J. S., Olson, G. M., Wright, Z., & Gergle,D., Rich media helps trust development, Proceedings of CHI 2002, ACM Press (2002), 135--140. Google Scholar
Digital Library
- Davis, J.P., Farnham, S.D., & Jensen, C., Decreasing online 'bad' behavior, Extended Abstracts CHI 2002, ACM Press (2002), 718--719. Google Scholar
Digital Library
- Döring, N. Sozialpsychologie des Internet. Göttingen: Hogrefe, 1998.Google Scholar
- Economist, Console wars, June 20th, 2002.Google Scholar
- Goffman, E. The Presentation of Self in Everyday Life. Doubleday, New York, NY, 1959.Google Scholar
- Hails, M. Gamertag: Gecko Dance. A Newbie's Diary. AllXbox GameWatcher: Live Wire. http://www.allxbox.com/news/stories/livewire122602b.asp (2003).Google Scholar
- Hermida, A. Xbox 360 reaches out to mobiles. BBC News http://news.bbc.co.uk/2/hi/technology/4534356.stm (2006).Google Scholar
- Jensen, C., Farnham, S. D., Drucker, S. M., & Kollock, P., The Effect of Communication Modality on Cooperation in Online Environments. Proceedings of CHI 2000, ACM Press (2002), 470--477. Google Scholar
Digital Library
- Postmes, T., Lea, M., Spears, R., & Reicher, S. D. (Eds.). (2000). SIDE issues centre stage: Recent developments in studies of de-individuation in groups. Amsterdam: KNAW, 2000.Google Scholar
- Riegelsberger, J., Counts, S., Farnham, S.D., Philips, B.C. Personality Matters: Incorporating Detailed User Attributes and Preferences into the Matchmaking Process. Proceedings of HICSS 40, Waikoloa, Hawaii, US (2007). Google Scholar
Digital Library
- Rocco, E., Trust Breaks Down in Electronic Contexts but Can Be Repaired by Some Initial Face-to-Face Contact. Proceedings of CHI1998, ACM Press (1998), 496--502. Google Scholar
Digital Library
- Walther, J. B. Computer-mediated communication: Impersonal, interpersonal, and hyperpersonal interaction. Communication Research, 23 (1996), 3--43.Google Scholar
Cross Ref
- Walther, J. B., Slovacek, C., & Tidwell, L. C. Is a picture worth a thousand words? Photographic images in long term and short term virtual teams. Communication Research, 28 (2001), 105--134.Google Scholar
Cross Ref
- Zheng, J., Veinott, E., Bos, N., Olson, J. S. & Olson, G. M. Trust without Touch: Jumpstarting long-distance trust with initial social activities. Proceedings of CHI2002, ACM Press (2002), 141--146. Google Scholar
Digital Library
Index Terms
Sounds good to me: effects of photo and voice profiles on gaming partner choice
Recommendations
Playing with Streakiness in Online Games: How Players Perceive and React to Winning and Losing Streaks in League of Legends
CHI '18: Proceedings of the 2018 CHI Conference on Human Factors in Computing SystemsStreakiness refers to observed tendency towards consecutive appearances of particular patterns. In video games, streakiness is oftentimes inevitable, where a player keeps winning or losing for a short period. However, the phenomenon remains understudied ...
Using Machine Learning to Predict Game Outcomes Based on Player-Champion Experience in League of Legends
FDG '21: Proceedings of the 16th International Conference on the Foundations of Digital GamesLeague of Legends (LoL) is the most widely played multiplayer online battle arena (MOBA) game in the world. An important aspect of LoL is competitive ranked play, which utilizes a skill-based matchmaking system to form fair teams. However, players’ ...
An Innovative Employment of Virtual Humans to Explore the Chess Personalities of Garry Kasparov and Other Class-A Players
HCI International 2019 – Late Breaking PapersAbstractExploring chess players of different personalities, including the strengths and weaknesses of each remains an essential component in designing new chess applications. Research shows that virtual players play an essential role in helping ...





Comments