dc.contributor.author | Tu, Joseph | |
dc.contributor.author | Grinberg, Arielle | |
dc.contributor.author | Hancock, Mark | |
dc.contributor.author | Nacke, Lennart | |
dc.date.accessioned | 2023-10-03 19:02:31 (GMT) | |
dc.date.available | 2023-10-03 19:02:31 (GMT) | |
dc.date.issued | 2023-08-03 | |
dc.identifier.uri | http://hdl.handle.net/10012/20023 | |
dc.description.abstract | Our new work culture relies heavily on online meetings and computer-mediated communication (CMC). However, making an online meeting engaging while keeping communication productive is a major challenge. We collected quantitative data from the user engagement scale (UES) and qualitative data from semi-structured interviews to investigate how user engagement differed. Using the gamified web-conferencing platform Gather, we compared four communication channels: (1) audio-only, (2) audio and video (no avatar), (3) audio and avatar (no video), and (4) audio and video and avatar. We began qualitative data analysis using reflexive thematic analysis. Although the UES results did not reveal significant differences, the preliminary results from the thematic analysis such as people prefer communication platforms designed for specific use cases because video makes them feel more self-conscious, while avatars make them feel more represented. Lastly, we provide a work-in-progress applied definition of user engagement in communication channels with their perspective on individual engagement constructs. | en |
dc.description.sponsorship | This work was made possible by the NSERC CREATE SWaGUR grant, the Social Sciences and Humanities Research Council, Lennart Nacke’s NSERC Discovery Grant, the Canada Foundation for Innovation John R. Evans Leaders Fund “The seamless user-centered conscious experience study system (SUCCESS)”. | en |
dc.description.statementofresponsibility | Joseph Tu, Arielle Grinberg, Mark Hancock, Lennart E. Nacke | ACM (2023). This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY Companion ’23), https://doi.org/10.1145/3573382.3616081. | en |
dc.language.iso | en | en |
dc.publisher | Association for Computing Machinery | en |
dc.relation.ispartofseries | Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play; | |
dc.subject | engagement | en |
dc.subject | communication channels | en |
dc.subject | communication tools | en |
dc.subject | virtual environment | en |
dc.title | Multimedia Showdown: A Comparative Analysis of Audio, Video and Avatar-Based Communication | en |
dc.type | Extended Abstract | en |
dcterms.bibliographicCitation | Joseph Tu, Arielle Grinberg, Mark Hancock, and Lennart E. Nacke. 2023. Multimedia Showdown: A Comparative Analysis of Audio, Video, and AvatarBased Communication. In Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY Companion ’23), October 10–13, 2023, Stratford, ON, Canada. ACM, New York, NY, USA, 7 pages. | en |
dc.identifier.doi | https://doi.org/10.1145/3573382.3616081 | |
uws.contributor.affiliation1 | Stratford School of Interaction Design and Business | en |
uws.contributor.affiliation2 | Games Institute | en |
uws.typeOfResource | Text | en |
uws.peerReviewStatus | Reviewed | en |
uws.scholarLevel | Graduate | en |