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Evaluating international usability of virtual worlds

机译:评估虚拟世界的国际可用性

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The last five years have seen a rapid proliferation of graphical avatar-based virtual worlds and communities for entertainment and commercial purposes. Examples include worlds created by Microsoft, Sony, IBM, and others. Although these companies are trying to create new global forums for commerce, social interaction, and cooperative endeavors, there has been little analysis of how these worlds facilitate or constrain the participation of international users. The success of the virtual worlds is contingent upon the quality of the user's interactions, and the benefits of an internationally sensitive design include enhanced usability and larger markets. In this paper, I give a brief overview of virtual worlds and literature on cross-cultural comparisons, propose a set of variables for analyzing their cultural affordances, and make observations of selected virtual communities.
机译:在过去的五年中,用于娱乐和商业目的的基于图形化身的虚拟世界和社区迅速增长。示例包括Microsoft,Sony,IBM等创建的世界。尽管这些公司正在尝试为商务,社会互动和合作努力创建新的全球论坛,但很少有分析这些世界如何促进或限制国际用户参与的分析。虚拟世界的成功取决于用户交互的质量,国际敏感设计的好处包括增强的可用性和更大的市场。在本文中,我简要概述了虚拟世界和跨文化比较的文献,提出了一组变量来分析其文化承受能力,并对选定的虚拟社区进行观察。

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