Social Behaviour over Xbox LiveXbox Live is a Microsoft production and was released in the USA in 2002 and then later released in Europe and Australia in 2003. Live allows multiple player (multiplayer) gaming over a series of internet connections. Xbox Live brings together a range of new ‘goodies’, e.g. a console instead of a P.C. platform; voice communication using a headset with a built-in earphone and microphone; a ‘gamertag’ system which enables players to manage their online identity. [1]
As
Microsoft developed the original Xbox console, online gaming was designated as one of the key pillars for the greater Xbox strategy. Opting to create a unique console experience, it was decided that a
hard disk drive and an
ethernet port were vital to the platform, allowing for a more P.C.-style experience. The former would allow for downloadable content, such as new levels, maps, and characters, while the latter allowed adaptability to standard
ethernet equipment. The ethernet port also served as a means to an end, since Microsoft decided that their online gaming service for the Xbox console would require a
broadband connection, stating that dial-up connections would not allow them to standardize features (such as voice communication) and were inappropriate for intense online gaming. Critics scoffed at the idea, citing poor broadband adoption at the turn of the century. [2]
Xbox Live hit a milestone in July 2004, when it achieved 1 million subscribers.
[3] Again Xbox Live made another milestone in March 2007, when it achieved 6 million subscribers.
[4] With the release of
Halo 2 later in 2004, the subscription base doubled within the following 12 months. Since its release, Halo 2 has generated over a half-a-billion game plays totaling up to over 710 million hours.
[5]Xbox live has a number of features designed to manage the sociability of the system. These include a fixed, user-selected pseudonym (gamertag) for player identity and accountability, player rankings for many games, and a friends list to allow players to find other players whom they prefer to play against. In addition there is the voice channel which has been introduced for the communication between players, and Microsoft has mandated that all Xbox Live games implement these features for communication between players. The configuration of the voice channel allows players to implement different mediums during game play. [6]
Martin R. Gibbs and his associates believe that the ‘Live’ voice channel changes the social aspect of online game play. He states:
“Social translucence strongly affects social behaviour. First, socially translucent systems make socially salient information available to its participants. This visibility enables participants to be aware of others and their actions in a more realistic way.” E.g. A participant will usually receive feedback on their actions from others, typically this was received by typed messages but Xbox Live enables verbal confirmation of good deeds and actions as well as what is known as ‘sledging’. This form of speech is meant to be offensive to another player and is a poor attempt to put them ‘of their game’. [1]
“Secondly, socially translucent systems are not transparent; communication is constrained within these systems. Like in the physical world the laws of physics constrains communication and determines who can receive what information or communication in what circumstances.” [1]
Sociability is an important form of understanding all computer-mediated communication, including instances of computer supported cooperative play. [1] It is important to realise that communication between parties that are experiencing the game play, can be entirely different to the communication between parties of people that are speaking face-to-face. The social mentality of the directed speech between the said parties is more refined because both parties are able to come under reprimand from the opposing party.
Although the Xbox Live voice channel is socially translucent, many gamers still prefer to use the historic way of communication.
Typically all online communication has relied on typed messages by both parties and is still the preferred form of communication amongst Gamers. However Xbox consoles to not incorporate the traditional keyboard and mouse system that many are familiar with, instead users can communicate with other players by voice using real time. This type of communication makes this study case exceptionally interesting. It would appear that all Xbox Live users that have a headset only use them to communicate with team mates; or as mentioned previously, to sledge or jeer with the opposition; and to interrupt communication between opposition team mates. [1]
There are many problems with the verbal communication channel of Xbox Live. Firstly there is noise which contributes to an inability of voice recognition. Participants feel that what is sent over the voice channel is more noise than actual conversation. There are three types of noise over Xbox Live. First, the voice channel includes speech which is not intended to be heard. Participants can hear conversations that are being had between different people that have very little and if nothing to do with the current game. Second, participants encountered background noise such as music, vehicles, other televisions etc. Third, participants experienced non-conversational noise being sent intentionally across the voice channel therefore limiting its usability amongst other participants. [1]
Microsoft however is planning to combine MSN Messenger with Xbox Live. Beginning the week of May 7, 2007, the Xbox 360 Autumn Update will provide 360 owners worldwide with access to Windows Live Messenger features, broadening the communication options on the Xbox Live social network. Members of the, six million strong, Xbox Live community currently send more than two million text and voice messages a day and can now use windows live messenger to text char with up to six people on their contact list at a time, while playing games listening to music or watching movies. Text chat adds to the variety of options friends and families already have to communicate with on Xbox Live including voice and video chat. [7]
This is made possible with the addition of a miniature keyboard which is situated between the handles of the 360 controller. This keyboard makes bragging to friends easier as well as other various communications between users. The Keyboard is a revolutionary device but it may hinder game-play, according to sources the keyboard does not sit flush but Microsoft have an impeccable history of expertly designed controllers, consoles and P.C.s so they should nail any further design to and updated keyboard. [7]
Even though the Xbox Live voice channel is less preferred than the typical typing used by most internet communicators Microsoft have taken steps to broaden their horizons and combine both voice and typing as various forms of communication. This deals with the problem of intentional noise that is experienced with the voice channel and also avoids any confusion when directly talking to other players.
Xbox Live completely harnesses it’s full potential when it comes to multiplayer gaming. However it does not harness its full social capacity. There is hardly any etiquette shown over Xbox Live. Even though Microsoft uses its ‘gamertag’ system to deliver consequences to its users, there is still no ‘set rules’ as to common courtesy but it is evolving into a social gathering place with the aid of Microsoft’s new addition to the Xbox controller as well as combining Xbox Live with MSN Messenger.
Here are some Pictures of the Keyboard:
http://www.xboxworld.com.au/news/instant-messaging-coming-to-xbox-360.htmReferencesMartin R. Gibbs, Kevin Hew, Greg Wadley. Social Translucence of the Xbox Live Voice Channel, 1-8.
Wikipedia- History of Xbox Live (Background)
Dean Takahashi. Opening The Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution, 339.
Microsoft.
Xbox Erupts on the Scene. Retrieved on
2006-
12-01.
Microsoft.
Xbox Live Turns up the Volume on the Future of Gaming.
Wadley, G., Gibbs, M., Hew, K., Graham, C.: Computer Supported Play, “Third Places” and Online Videogames. In Viller, S., Wyeth , P. (eds): Proceedings 2003 Australasian Computer Human Interaction Conference (OzCHI 2003), Ergonomics Society of Australia, Canberra (2003)238-241
http://www.xboxworld.com.au/news/instant-messaging-coming-to-xbox-360.htm