Towards a framework for designing speech-based player interaction in multiplayer online games
暂无分享,去创建一个
[1] Susana Pajares Tosca. The EverQuest Speech Community , 2002, CGDC Conf..
[2] J. Preece,et al. Online communities: focusing on sociability and usability , 2002 .
[3] Jesper Juul,et al. The game, the player, the world: looking for a heart of gameness , 2010, DiGRA Conference.
[4] Espen Aarseth,et al. A multidimensional typology of games , 2003, DiGRA Conference.
[5] Connor Graham,et al. Computer Supported Cooperative Play, "Third Places" and Online Videogames , 2003 .
[6] Farzad Safaei,et al. Comparison of delivery architectures for immersive audio in crowded networked games , 2004, NOSSDAV '04.
[7] Martin R. Gibbs,et al. Social Translucence of the Xbox Live Voice Channel , 2004, ICEC.
[8] Yvonne Rogers,et al. Does it matter if you don't know who's talking?: multiplayer gaming with voiceover IP , 2004, CHI EA '04.
[9] Wendy A. Kellogg,et al. Social translucence: an approach to designing systems that support social processes , 2000, TCHI.
[10] Martin R. Gibbs,et al. Factors influencing users' decisions to adopt voice communication in online console games , 2005, Int. J. Adv. Media Commun..
[11] Craig A. Lindley,et al. Game Taxonomies: A High Level Framework for Game Analysis and Design , 2003 .