Conference Proceedings
Player Identity Dissonance and Voice Interaction in Games
M Carter, F Allison, J Downs, M Gibbs
Association for Computing Machinery | Published : 2015
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.
Funding Acknowledgements
This research was funded by the Microsoft Research Centre for SocialNUI.