[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/2858036.2858484acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

Revisiting Computer-Mediated Intimacy: In-Game Marriage and Dyadic Gameplay in Audition

Published: 07 May 2016 Publication History

Abstract

Existing studies in the field of HCI and CSCW have pointed to the significance to investigate computer-mediated intimacy and brought together concerns in ubiquitous computing, affective technologies, and experience design. However, existing conceptualizations of intimacy in collaborative online systems are largely based on empirical studies of systems that have similar social dynamics and user groups, which could lead to a bias in investigating intimacy. Using Audition, a dance battle Multiplayer Online Game with a popular marriage system, as our field site, we focus on dyadic intimacy in a non-violent online social space that has many young non-Caucasian and female users. We contribute to both confirming and further advancing existing theories of computer-mediated intimacy using this new dataset. We also suggest promising future directions for exploring the subjective intimate experiences in a scientifically defensible way.

Supplementary Material

ZIP File (pn2232-file4.zip)
pn2232-file4.zip

References

[1]
Jeffrey Bardzell and Shaowen Bardzell. 2008. FEATURE: Intimate interactions: Online representation and software of the self. Interactions. 15, 5, 11--15.
[2]
Jeffrey Bardzell. 2011. Interaction criticism: An introduction to the practice. Interacting with Computers. 23, 6, 604--621.
[3]
Jeffrey Bardzell, Shaowen Bardzell, Guo Zhang, and Tyler Pace. 2014. The lonely raccoon at the ball: Designing for intimacy, sociability, and selfhood. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '14), 3943--3952. http://doi.acm.org/10.1145/2556288.2557127
[4]
Philip Barnard. 1991. Bridging between basic theories and the artefacts of Human-Computer Interaction. In Designing Interaction: Psychology at the Human Computer Interface, John Milar Carroll (ed.). Cambridge University Press, Cambridge, 103-127.
[5]
Genevieve Bell, Tim Brooke, Elizabeth Churchill, and Eric Paulos. 2003. Intimate ubiquitous computing. In Proceedings of the International Conference on Ubiquitous Computing (UbiComp'03), 3--6.
[6]
Mark A. Blythe, Kees Overbeeke, Andrew F. Monk, and Peter C. Wright (Eds.). 2005. Funology: From usability to enjoyment. Kluwer Academic Publishers.
[7]
Francesca Bray. 2008. Constructing intimacy: Technology, family and gender in East Asia. East Asian Science, Technology and Society. 2, 2, 151--165.
[8]
Alvin Cooper and Leda Sportolari. 1997. Romance in cyberspace: Understanding online attraction. Journal of Sex Education and Therapy, 22, 1, 7--14.
[9]
Robert Crosnoe. 2000. Friendships in childhood and adolescence: The life course and new directions. Social Psychology Quarterly. 63, 4, 377--391.
[10]
Guo Freeman, Jeffrey Bardzell, Shaowen Bardzell, and Susan C. Herring. 2015. Simulating Marriage: Gender Roles and Emerging Intimacy in an Online Game. In Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing (CSCW '15), 1191--1200. DOI=http://dx.doi.org/10.1145/2675133.2675192
[11]
Anthony Giddens. 1992. The transformation of intimacy: Love, sexuality and eroticism in modern societies. Cambridge, UK: Polity.
[12]
Richard L. Gilbert, Monique A. Gonzalez, and Nora A. Murphy. 2011. Sexuality in the 3D Internet and its relationship to real-life sexuality. Psychology & Sexuality. 2, 2, 107--122.
[13]
Richard L. Gilbert, Nora A. Murphy, and M Clementina Ávalos. 2011. Communication patterns and satisfaction levels in three dimensional versus real-life intimate relationships. Cyberpsychology, Behavior, and Social Networking. 14, 10, 585--589.
[14]
Richard L. Gilbert, Nora A. Murphy, and M Clementina Ávalos. 2011. Realism, idealization, and potential negative impact of 3D virtual relationships. Computers in Human Behavior. 27, 5, 2039--2046.
[15]
Peggy C. Giordano. 2003. Relationships in adolescence. Annual Review of Sociology. 29, 257--281.
[16]
Christina Goulding. 2005. Grounded theory, ethnography and phenomenology: A comparative analysis of three qualitative strategies for marketing research. European journal of Marketing. 39, 3/4, 294--308.
[17]
Marc Hassenzahl, Stephanie Heidecker, Kai Eckoldt, Sarah Diefenbach, and Uwe Hillmann. 2012. All you need is love: Current strategies of mediating intimate relationships through technology. ACM Trans. Comput.-Hum. Interact. 19, 4, Article 30.
[18]
Fabian Hemmert, Ulrike Gollner, Matthias Löwe, Anne Wohlauf, and Gesche Joost. 2011. Intimate mobiles: grasping, kissing and whispering as a means of telecommunication in mobile phones. In Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services (MobileHCI '11), 21--24. http://doi.acm.org/10.1145/2037373.2037377
[19]
KimPhong Huynh, SiWei Lim, and Marko M. Skoric. 2013. Stepping out of the magic circle: Regulation of play/life boundary in MMOmediated romantic relationship. Journal of ComputerMediated Communication. 18, 3, 251--264.
[20]
Lynn Jamieson. 1989. Intimacy: Personal relationships in modern societies. Polity Press.
[21]
Joris H. Janssen, Wijnand A. Ijsselsteijn, and Joyce H. D. M. Westerink. 2014. How affective technologies can influence intimate interactions and improve social connectedness. Int. J. Hum.-Comput. Stud. 72, 1, 3343.
[22]
Joseph 'Jofish' Kaye, Mariah K. Levitt, Jeffrey Nevins, Jessica Golden, and Vanessa Schmidt. 2005. Communicating intimacy one bit at a time. In CHI '05 Extended Abstracts on Human Factors in Computing Systems (CHI EA '05), 1529--1532. http://doi.acm.org/10.1145/1056808.1056958
[23]
Vassilis Kostakos, Eamonn O'Neill, Linda Little, and Elizabeth Sillence. 2005. Editorial: The social implications of emerging technologies. Interact. Comput. 17, 5, 475--483.
[24]
John McCarthy and Peter Wright. 2004. Technology as experience. The MIT Press.
[25]
Tyler Pace, Shaowen Bardzell, and Jeffrey Bardzell. 2010. The rogue in the lovely black dress: intimacy in World of Warcraft. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '10). ACM, 233--242. http://doi.acm.org/10.1145/1753326.1753361
[26]
Ethel Spector Person. 1980. Sexuality as the mainstay of identity: Psychoanalytic perspectives. Signs, 5, 4, 605--630.
[27]
Michael W. Ross. 2005. Typing, doing, and being: Sexuality and the Internet. Journal of Sex Research, 42, 4, 342--352.
[28]
Kenneth H. Rubin, William Bukowski and Jeffrey G. Parker. 1998. Peer interactions, relationships, and groups. In Handbook of Child Psychology, Hoboken, NJ: John Wiley & Sons Inc, 619--700.
[29]
Thecla Schiphorst, Frank Nack, Michiel KauwATjoe, Simon de Bakker, Stock, Lora Aroyo, Angel Perez Rosillio, Hielke Schut, and Norm Jaffe. 2007. PillowTalk: can we afford intimacy?. In Proceedings of the 1st international conference on Tangible and embedded interaction (TEI '07), 23--30. http://doi.acm.org/10.1145/1226969.1226975
[30]
Veronica M. Scott, Karen E. Mottarella, and Maria J. Lavooy. 2006. Does virtual intimacy exist? A brief exploration into reported levels of intimacy in online relationships. CyberPsychology & Behavior. 9, 6, 759--761.
[31]
Rob Strong and Bill Gaver. 1996. Feather, scent and shaker: supporting simple intimacy. In Proceedings of the 1996 ACM Conference on Computer Supported Cooperative Work (CSCW '96), 29--30.
[32]
Betsy E. Tolstedt and Joseph P. Stokes. 1983. Relation of verbal, affective, and physical intimacy to marital satisfaction. Journal of Counseling Psychology. 30, 4, 573--580.
[33]
Frank Vetere, Martin R. Gibbs, Jesper Kjeldskov, Steve Howard, Florian 'Floyd' Mueller, Sonja Pedell, Karen Mecoles, and Marcus Bunyan. 2005. Mediating intimacy: designing technologies to support strong-tie relationships. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '05). ACM, 471--480. http://doi.acm.org/10.1145/1054972.1055038
[34]
Joseph B Walther. 1996. Computer-mediated communication impersonal, interpersonal, and hyperpersonal interaction. Communication Research. 23, 1, 3--43.

Cited By

View all
  • (2024)Does Who You Are or Appear to Be Matter?: Understanding Identity-Based Harassment in Social VR Through the Lens of (Mis)Perceived Identity RevelationProceedings of the ACM on Human-Computer Interaction10.1145/36869238:CSCW2(1-40)Online publication date: 8-Nov-2024
  • (2024)Envisioning New Futures of Positive Social Technology: Beyond Paradigms of Fixing, Protecting, and PreventingCompanion Publication of the 2024 Conference on Computer-Supported Cooperative Work and Social Computing10.1145/3678884.3681833(701-704)Online publication date: 11-Nov-2024
  • (2024)Investigating VTubing as a Reconstruction of Streamer Self-Presentation: Identity, Performance, and GenderProceedings of the ACM on Human-Computer Interaction10.1145/36373578:CSCW1(1-22)Online publication date: 26-Apr-2024
  • Show More Cited By

Index Terms

  1. Revisiting Computer-Mediated Intimacy: In-Game Marriage and Dyadic Gameplay in Audition

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI '16: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
    May 2016
    6108 pages
    ISBN:9781450333627
    DOI:10.1145/2858036
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 07 May 2016

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. age
    2. collaborative online system
    3. computer-mediated intimacy
    4. ethnicity
    5. gender
    6. in-game marriage
    7. intimacy
    8. multiplayer online games

    Qualifiers

    • Research-article

    Conference

    CHI'16
    Sponsor:
    CHI'16: CHI Conference on Human Factors in Computing Systems
    May 7 - 12, 2016
    California, San Jose, USA

    Acceptance Rates

    CHI '16 Paper Acceptance Rate 565 of 2,435 submissions, 23%;
    Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

    Upcoming Conference

    CHI 2025
    ACM CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2025
    Yokohama , Japan

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)89
    • Downloads (Last 6 weeks)19
    Reflects downloads up to 14 Dec 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Does Who You Are or Appear to Be Matter?: Understanding Identity-Based Harassment in Social VR Through the Lens of (Mis)Perceived Identity RevelationProceedings of the ACM on Human-Computer Interaction10.1145/36869238:CSCW2(1-40)Online publication date: 8-Nov-2024
    • (2024)Envisioning New Futures of Positive Social Technology: Beyond Paradigms of Fixing, Protecting, and PreventingCompanion Publication of the 2024 Conference on Computer-Supported Cooperative Work and Social Computing10.1145/3678884.3681833(701-704)Online publication date: 11-Nov-2024
    • (2024)Investigating VTubing as a Reconstruction of Streamer Self-Presentation: Identity, Performance, and GenderProceedings of the ACM on Human-Computer Interaction10.1145/36373578:CSCW1(1-22)Online publication date: 26-Apr-2024
    • (2024)A Game of Love for Women: Social Support in Otome Game Mr. Love: Queen’s Choice in ChinaProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642306(1-15)Online publication date: 11-May-2024
    • (2023)What makes virtual intimacy...intimate? Understanding the Phenomenon and Practice of Computer-Mediated Paid CompanionshipProceedings of the ACM on Human-Computer Interaction10.1145/35795467:CSCW1(1-23)Online publication date: 16-Apr-2023
    • (2023)"We Cried on Each Other’s Shoulders": How LGBTQ+ Individuals Experience Social Support in Social Virtual RealityProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581530(1-16)Online publication date: 19-Apr-2023
    • (2023)A Surprise Birthday Party in VR: Leveraging Social Virtual Reality to Maintain Existing Close Ties over DistanceInformation for a Better World: Normality, Virtuality, Physicality, Inclusivity10.1007/978-3-031-28032-0_23(268-285)Online publication date: 13-Mar-2023
    • (2022)Disturbing the Peace: Experiencing and Mitigating Emerging Harassment in Social Virtual RealityProceedings of the ACM on Human-Computer Interaction10.1145/35129326:CSCW1(1-30)Online publication date: 7-Apr-2022
    • (2022)Working Together Apart through EmbodimentProceedings of the ACM on Human-Computer Interaction10.1145/34928366:GROUP(1-25)Online publication date: 14-Jan-2022
    • (2022)Something Personal from the Metaverse: Goals, Topics, and Contextual Factors of Self-Disclosure in Commercial Social VRProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3502008(1-17)Online publication date: 29-Apr-2022
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media