Factors influencing users' decisions to adopt voice communication in online console games. (6th September 2005) - Wadley, Greg
We used a Model of Technology Appropriation to understand users' initial reaction to, and use of, the voice communication channel provided by Xbox Live. We found that while users expected voice to be an advance over text-based communication, in practice they found it difficult to use, leading some to reject it. There appear to be usability and sociability problems with the way the voice channel is currently configured in some games. We argue that game developers will need to address these problems in order to realise the potential of voice in online multiplayer videogames.