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dc.contributor.authorTu, Joseph
dc.contributor.authorGrinberg, Arielle
dc.contributor.authorHancock, Mark
dc.contributor.authorNacke, Lennart
dc.date.accessioned2023-10-03 19:02:31 (GMT)
dc.date.available2023-10-03 19:02:31 (GMT)
dc.date.issued2023-08-03
dc.identifier.urihttp://hdl.handle.net/10012/20023
dc.description.abstractOur 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.sponsorshipThis 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.statementofresponsibilityJoseph 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.isoenen
dc.publisherAssociation for Computing Machineryen
dc.relation.ispartofseriesCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play;
dc.subjectengagementen
dc.subjectcommunication channelsen
dc.subjectcommunication toolsen
dc.subjectvirtual environmenten
dc.titleMultimedia Showdown: A Comparative Analysis of Audio, Video and Avatar-Based Communicationen
dc.typeExtended Abstracten
dcterms.bibliographicCitationJoseph 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.doihttps://doi.org/10.1145/3573382.3616081
uws.contributor.affiliation1Stratford School of Interaction Design and Businessen
uws.contributor.affiliation2Games Instituteen
uws.typeOfResourceTexten
uws.peerReviewStatusRevieweden
uws.scholarLevelGraduateen


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