cross-cultural research| HCI/d | anthony faiola
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Communication Technology | Faculty Research
Flow Experience of MUD Players: Investigating Multi-User Dimension Gamers from the USA Research
Partners: Alexander E. Voiskounsky, Psychology Department,
Moscow M.V. Lomonosov State University, Moscow, Russia |
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Project Overview: The purpose of this initial project is to study the cross-cultural behavior of international MUD (Multi-User Dimensions or Multi-User Dungeons, or Multi-User Domain) gamers. Playing MUDs, text-only online gaming environments, may initiate flow experience. Online survey research was administered within the sample population of 288 MUD players from the United States of America, using the specially designed questionnaire with four categories of questions related to: flow experience, experience in playing MUDs, interaction patterns, and demographics. Replies of respondents (N = 3350) fit a six factor model. All the correlations between the factors are significant (p < 0.05). The set of dimensions describing flow experience while playing MUDs was selected. Since players experienced flow while MUDding, it was proposed that flow is one of the sources of the long-time attractiveness for MUD players. Ongoing research will observe the online role-playing behavior of four gaming communities: Russian, Chinese, French, and American (U.S.) speaking players.
Related
Publications:
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Cultural cognitive style and web design: Beyond a behavioral inquiry of computer-mediated communication Research Partner: Sorin Matei, Department of Commmincation, Purdue University Graduate Reserch Assistant: None Usability Methods: Mixed range
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Project Overview: The purpose of this initial project is to study the cross-cultural behavior of international MUD (Multi-User Dimensions or Multi-User Dungeons, or Multi-User Domain) gamers. Playing MUDs, text-only online gaming environments, may initiate flow experience. Online survey research was administered within the sample population of 288 MUD players from the United States of America, using the specially designed questionnaire with four categories of questions related to: flow experience, experience in playing MUDs, interaction patterns, and demographics. Replies of respondents (N = 3350) fit a six factor model. All the correlations between the factors are significant (p < 0.05). The set of dimensions describing flow experience while playing MUDs was selected. Since players experienced flow while MUDding, it was proposed that flow is one of the sources of the long-time attractiveness for MUD players. Ongoing research will observe the online role-playing behavior of four gaming communities: Russian, Chinese, French, and American (U.S.) speaking players. ![]() Collaborative Research
Related
Publications: http://jcmc.indiana.edu/vol11/issue1/faiola.html Faiola, A. & MacDorman, K. (In press). Exploring the influence of web designer cognitive style on information design: A cross-cultural comparison of a holistic and analytical perspective. Information, Communication and Society. Taylor & Francis Group, Oxford, UK.
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Communication
Technology | HCI/d Graduate Student Oversight & Collaboration
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Perceived Visual Aesthetics of Emotionally
Evocative Homepages: An Investigation of Affective Qualities Identified
with Emotional Dimensions
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Project
Overview: The
focus of this study is to apply and compare Kim, Lee, and Choi’s (KLC) findings to those
of American subjects using a subset of KLC’s research design methodology.
The study will attempt to determine if homepages using the design factors
(from the comparative study) prompt similar adjective selections by Americans.
Using the methodology provided by KLC, the author will also use the same
or similar homepages as those used in the KLC study.
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Identifying Cross-Cultural
Differences of Emoticons in Computer Mediated Communication: A Comparison
of American (
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Project
Overview: The
research will examine the cross-cultural differences involved in using
emoticons, focusing on the visual aspect of online communication
that provides emotional cues to understand
the differences in the use of standard emoticons among American and Korean
users. Ten textual emoticons and ten pictorial emoticons of MSN messenger,
such as happy, unhappy/angry, frustrated, confused smile, etc. will be
used in this study's questionnaires. |
Mega-Collaboration: A Framework for the Dynamic Development of Team Culture |
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Project
Overview: The objective of this study
is to develop a set of specifications for a mega-collaboration tool,
to develop a working prototype of the tool, and to test the functionality
of the prototype against various success parameters that have been developed
as part of the specifications.
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Investigating Children’s Online Learning
Environments: A Study of International Children’s
Digital Libraries
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OVERVIEW: The
purpose of this study is to gain a better understanding of how young
children use mouse as compared to adults, how children read books online,
font size, blind children needs using International Children’s
Digital Library, key words to find a favorite book and other features
on the website. I will give solution to problems on the website and redesign
the prototype of the website. Number of participants will be selected
to participate in user study sessions including questionnaire, time-on-task
study, and interview.
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Cybersurfer: A One Window Internet Browser
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