Usability and sociability of the Xbox Live voice channel

Kevin Hew, Gibbs, Gr Wadley · 2004

As part of a project exploring the adoption of online videogames, 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 although users expected voice to be an advance over text-based communication, in practice they found voice difficult to use. In particular, users experienced difficulties controlling the voice channel. These difficulties led some users to reject voice as a mode of communication. We also found that the headset created an interesting dynamic between users co-located in the room with the console and those ‘present ’ via the Internet. There appear to be usability and sociability problems with the way the voice channel is currently configured in some Xbox Live games. We argue that game developers will need to address these problems in order to realize the potential of voice in online multiplayer videogames.

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