{"title":"寻找和建立联系:在电子游戏中超越基于技能的配对","authors":"Ella Horton, Daniel M. Johnson, Jo Mitchell","doi":"10.1145/3010915.3011857","DOIUrl":null,"url":null,"abstract":"Social isolation is a predictor of poor mental health outcomes while social connectedness leads to positive mental health and wellbeing outcomes. Although videogames offer the technical capabilities to play with others globally, historically limited support has been provided to connect with others who have similar goals, interests and motivations. Skill-based matchmaking is the dominant approach to connecting players, however, a number of services have emerged which seek to connect players based on factors other than skill, such as game type, play style, location, and interests. This has potential for gameplay to facilitate social connectedness and positively impact wellbeing. As part of a larger program of research, we present a review of existing matchmaking services which connect players on the basis of factors other than skill. A total of eight services were identified, two of which were strongly socially motivated.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"Finding and building connections: moving beyond skill- based matchmaking in videogames\",\"authors\":\"Ella Horton, Daniel M. Johnson, Jo Mitchell\",\"doi\":\"10.1145/3010915.3011857\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Social isolation is a predictor of poor mental health outcomes while social connectedness leads to positive mental health and wellbeing outcomes. Although videogames offer the technical capabilities to play with others globally, historically limited support has been provided to connect with others who have similar goals, interests and motivations. Skill-based matchmaking is the dominant approach to connecting players, however, a number of services have emerged which seek to connect players based on factors other than skill, such as game type, play style, location, and interests. This has potential for gameplay to facilitate social connectedness and positively impact wellbeing. As part of a larger program of research, we present a review of existing matchmaking services which connect players on the basis of factors other than skill. A total of eight services were identified, two of which were strongly socially motivated.\",\"PeriodicalId\":309823,\"journal\":{\"name\":\"Proceedings of the 28th Australian Conference on Computer-Human Interaction\",\"volume\":\"11 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-11-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 28th Australian Conference on Computer-Human Interaction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3010915.3011857\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3010915.3011857","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Finding and building connections: moving beyond skill- based matchmaking in videogames
Social isolation is a predictor of poor mental health outcomes while social connectedness leads to positive mental health and wellbeing outcomes. Although videogames offer the technical capabilities to play with others globally, historically limited support has been provided to connect with others who have similar goals, interests and motivations. Skill-based matchmaking is the dominant approach to connecting players, however, a number of services have emerged which seek to connect players based on factors other than skill, such as game type, play style, location, and interests. This has potential for gameplay to facilitate social connectedness and positively impact wellbeing. As part of a larger program of research, we present a review of existing matchmaking services which connect players on the basis of factors other than skill. A total of eight services were identified, two of which were strongly socially motivated.