skip to main content
10.1145/2793107.2793144acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
note

Player Identity Dissonance and Voice Interaction in Games

Authors Info & Claims
Published:05 October 2015Publication History

ABSTRACT

In the past half-decade, advances in voice recognition technology and the proliferation of consumer devices like the Microsoft Kinect have seen a significant rise in the use of voice interaction in games. While the use of player-to-player voice is widespread and well-researched, the use of voice as an input is relatively unexplored. In this paper we make the argument that notions of player and avatar identity are inextricable from the successful implementation of voice interaction in games, and consequently identify opportunities for future research and design.

References

  1. Aylett, M.P., Kristensson, P.O., Whittaker, S. & Vazquez-Alvarez, Y. (2014). None of a CHInd: Relationship counselling for HCI and speech technology. In Proc. CHI'14 EA (pp. 749--760). ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Bilmes, J. A. et al. (2005). The Vocal Joystick: A voicebased human-computer interface for individuals with motor impairments. In Proc. Human Language Technology and Empirical Methods in NLP (pp. 995--1002). Association for Computational Linguistics. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Carter, M., Gibbs, M., & Arnold, M. (2012). Avatars, characters, players and users: Multiple identities at/in play. In Proc. OzCHI 2011 (pp. 68--71). ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Carter, M., Gibbs, M. & Wadley, G. (2013). Death and dying in DayZ. In Proc. 9th International Conference on Interactive Entertainment (article no. 22). ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Flynn, S. M., & Lange, B. S. (2010, August). Games for rehabilitation: The voice of the players. In Intl. Conf. Disability, Virtual Reality & Associated Technologies (ICDVRAT 2010) (pp. 185--194).Google ScholarGoogle Scholar
  6. Harada, S. et al. (2011). Voice games: Investigation into the use of non-speech voice input for making computer games more accessible. In Proc. INTERACT 2011 (pp. 11--29). Springer Berlin Heidelberg. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Kirkpatrick, G. (2012). Constitutive Tensions of Gaming's Field: UK gaming magazines and the formation of gaming culture 1981--1995. Game Studies, 12(1).Google ScholarGoogle Scholar
  8. Layne, A. & Blackmon, S. (2013). Self-Saving Princess: Feminism and post-play narrative modding. A Journal of Gender, New Media and Technology 2, http://adanewmedia.org/2013/6/issue2-layne-blackmon/.Google ScholarGoogle Scholar
  9. Loaiza, D. et al. (2013). A video game prototype for speech rehabilitation. In Proc. VS-GAMES 2013 (pp. 14). IEEE.Google ScholarGoogle Scholar
  10. Munteanu, C. et al. (2013). We need to talk: HCI and the delicate topic of spoken language interaction. In Proc. CHI'13 EA (pp. 2459--2464). ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Navarro-Newball, A.A. et al. (2014). Talking to Teo: Video game supported speech therapy. Entertainment Computing, 5(4), 401--412.Google ScholarGoogle ScholarCross RefCross Ref
  12. Schreier, J. (2012) You'll "Want to Protect" The New, Less Curvy Lara Croft. Kotaku. http://kotaku.com/5917400/youll-want-to-protect-thenew-less-curvy-lara-croft.Google ScholarGoogle Scholar
  13. Sporka, A. et al. (2006) Non-speech input and speech recognition for real-time control of computer games. In ASSETS'06 (pp. 213--220). ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Thomsen, M. (2012) New Splinter Cell: Blacklist lets players yell at guards with Kinect. Kill Screen. http://killscreendaily.com/articles/new-splinter-cellblacklist-lets-players-yell-guards-kinect.Google ScholarGoogle Scholar
  15. Wadley, G. et al. (2014). Voice in virtual worlds: The design, use and influence of voice chat in online play. Human-Computer Interaction, doi:10.1080/07370024.2014.987346 Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Player Identity Dissonance and Voice Interaction in Games

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
      October 2015
      852 pages
      ISBN:9781450334662
      DOI:10.1145/2793107

      Copyright © 2015 ACM

      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 the author(s) 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].

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 5 October 2015

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • note

      Acceptance Rates

      CHI PLAY '15 Paper Acceptance Rate40of144submissions,28%Overall Acceptance Rate421of1,386submissions,30%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader