Frame Analysis of Voice Interaction Gameplay

Fraser Allison, Joshua Newn, Wally Smith, M. Carter, M. Gibbs
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引用次数: 8

Abstract

Voice control is an increasingly common feature of digital games, but the experience of playing with voice control is often hampered by feelings of embarrassment and dissonance. Past research has recognised these tensions, but has not offered a general model of how they arise and how players respond to them. In this study, we use Erving Goffman's frame analysis, as adapted to the study of games by Conway and Trevillian, to understand the social experience of playing games by voice. Based on 24 interviews with participants who played voice-controlled games in a social setting, we put forward a frame analytic model of gameplay as a social event, along with seven themes that describe how voice interaction enhances or disrupts the player experience. Our results demonstrate the utility of frame analysis for understanding social dissonance in voice interaction gameplay, and point to practical considerations for designers to improve engagement with voice-controlled games.
声音交互玩法的框架分析
语音控制是数字游戏中越来越普遍的功能,但语音控制的体验往往会受到尴尬和不和谐感的影响。过去的研究已经认识到了这些紧张关系,但并没有提供它们如何产生以及玩家如何应对的一般模型。在本研究中,我们使用了Erving Goffman的框架分析,并将其应用于Conway和Trevillian的游戏研究中,以理解通过语音玩游戏的社交体验。基于对24名在社交环境中玩语音控制游戏的参与者的采访,我们提出了将游戏玩法作为社交事件的框架分析模型,以及描述语音互动如何增强或破坏玩家体验的7个主题。我们的研究结果证明了框架分析在理解语音交互玩法中的社交失调方面的效用,并指出了设计师在提高语音控制游戏的用户粘性方面的实际考虑。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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