Conference Proceedings

Player Identity Dissonance and Voice Interaction in Games

M Carter, F Allison, J Downs, M Gibbs

Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play | Association for Computing Machinery | Published : 2015


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.