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Fast Talking, Fast Shooting: Text Chat in an Online First-Person Game

机译:快速说话,快速拍摄:在线第一人称游戏中的文字聊天

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How actively do users chat, with whom, about what, and how coherently, when they are shooting enemies and dodging bullets in a fast-paced virtual gaming environment? This paper reports on a study of public text chat in BZFlag, an open source capture-the-flag game in which user avatars are tanks. Chat data were analyzed using methods of content and discourse analysis, including analyzing the coherence of extended conversations. The findings reveal that public chat is used actively in BZFlag, primarily to react to and negotiate game play, and that extended conversations occur intermittently and are surprisingly coherent. Implications are discussed for multitasking, classifying multiplayer online games, and enhancing the chatability, or chat usability, of first-person shooter game designs.
机译:用户如何与谁一起聊天,与谁以及如何在快节奏的虚拟游戏环境中射击敌人和躲避子弹?本文报告了BZFLAG公共文本聊天研究,这是一个开源捕获 - 标志游戏,其中用户头像是坦克的。使用内容和话语分析方法分析聊天数据,包括分析扩展对话的一致性。结果表明,公共聊天主要在Bzflag中使用,主要是为了对和协商游戏竞争作出反应,并且扩展的对话间歇性发生,并且令人惊讶地相干。讨论了多任务处理,分类多人在线游戏以及增强第一人称射击游戏设计的聊天性或聊天可用性的含义。

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