See no rival, hear no rival : the role of social cues in digital game settings

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

Digital games increasingly allow for social interaction between players. In addition to the multiplayer modes offered by many games, there is frequently the opportunity to employ live audio (headset) and/or video (webcam) to enable or enhance the communication between gamers. In the current paper, we aim to investigate the influence such additional social communication channels may have on player experience and social presence. Results show that social presence in gaming is strongly influenced by the availability of audio cues in digital game settings; the added value of visual cues was modest and did not reach significance. Additionally, player experience in terms of challenge, frustration, and flow was also significantly influenced by the availability of social cues.
Original languageEnglish
Title of host publicationProceedings of the 13th CHI Nederland Conference, June 11, 2009, Leiden
EditorsF.J. Verbeek, D. Lenior, M. Steen
Place of PublicationLeiden
PublisherCHI-NL
Pages25-32
Publication statusPublished - 2009
Eventconference; CHI Nederland 2009; 2009-06-11; 2009-06-11 -
Duration: 11 Jun 200911 Jun 2009

Conference

Conferenceconference; CHI Nederland 2009; 2009-06-11; 2009-06-11
Period11/06/0911/06/09
OtherCHI Nederland 2009

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Gajadhar, B. J., Kort, de, Y. A. W., & IJsselsteijn, W. A. (2009). See no rival, hear no rival : the role of social cues in digital game settings. In F. J. Verbeek, D. Lenior, & M. Steen (Eds.), Proceedings of the 13th CHI Nederland Conference, June 11, 2009, Leiden (pp. 25-32). Leiden: CHI-NL.
Gajadhar, B.J. ; Kort, de, Y.A.W. ; IJsselsteijn, W.A. / See no rival, hear no rival : the role of social cues in digital game settings. Proceedings of the 13th CHI Nederland Conference, June 11, 2009, Leiden. editor / F.J. Verbeek ; D. Lenior ; M. Steen. Leiden : CHI-NL, 2009. pp. 25-32
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title = "See no rival, hear no rival : the role of social cues in digital game settings",
abstract = "Digital games increasingly allow for social interaction between players. In addition to the multiplayer modes offered by many games, there is frequently the opportunity to employ live audio (headset) and/or video (webcam) to enable or enhance the communication between gamers. In the current paper, we aim to investigate the influence such additional social communication channels may have on player experience and social presence. Results show that social presence in gaming is strongly influenced by the availability of audio cues in digital game settings; the added value of visual cues was modest and did not reach significance. Additionally, player experience in terms of challenge, frustration, and flow was also significantly influenced by the availability of social cues.",
author = "B.J. Gajadhar and {Kort, de}, Y.A.W. and W.A. IJsselsteijn",
year = "2009",
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Gajadhar, BJ, Kort, de, YAW & IJsselsteijn, WA 2009, See no rival, hear no rival : the role of social cues in digital game settings. in FJ Verbeek, D Lenior & M Steen (eds), Proceedings of the 13th CHI Nederland Conference, June 11, 2009, Leiden. CHI-NL, Leiden, pp. 25-32, conference; CHI Nederland 2009; 2009-06-11; 2009-06-11, 11/06/09.

See no rival, hear no rival : the role of social cues in digital game settings. / Gajadhar, B.J.; Kort, de, Y.A.W.; IJsselsteijn, W.A.

Proceedings of the 13th CHI Nederland Conference, June 11, 2009, Leiden. ed. / F.J. Verbeek; D. Lenior; M. Steen. Leiden : CHI-NL, 2009. p. 25-32.

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

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T1 - See no rival, hear no rival : the role of social cues in digital game settings

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N2 - Digital games increasingly allow for social interaction between players. In addition to the multiplayer modes offered by many games, there is frequently the opportunity to employ live audio (headset) and/or video (webcam) to enable or enhance the communication between gamers. In the current paper, we aim to investigate the influence such additional social communication channels may have on player experience and social presence. Results show that social presence in gaming is strongly influenced by the availability of audio cues in digital game settings; the added value of visual cues was modest and did not reach significance. Additionally, player experience in terms of challenge, frustration, and flow was also significantly influenced by the availability of social cues.

AB - Digital games increasingly allow for social interaction between players. In addition to the multiplayer modes offered by many games, there is frequently the opportunity to employ live audio (headset) and/or video (webcam) to enable or enhance the communication between gamers. In the current paper, we aim to investigate the influence such additional social communication channels may have on player experience and social presence. Results show that social presence in gaming is strongly influenced by the availability of audio cues in digital game settings; the added value of visual cues was modest and did not reach significance. Additionally, player experience in terms of challenge, frustration, and flow was also significantly influenced by the availability of social cues.

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BT - Proceedings of the 13th CHI Nederland Conference, June 11, 2009, Leiden

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A2 - Lenior, D.

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PB - CHI-NL

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Gajadhar BJ, Kort, de YAW, IJsselsteijn WA. See no rival, hear no rival : the role of social cues in digital game settings. In Verbeek FJ, Lenior D, Steen M, editors, Proceedings of the 13th CHI Nederland Conference, June 11, 2009, Leiden. Leiden: CHI-NL. 2009. p. 25-32