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Dive into the research topics where Victoria McArthur is active.

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Featured researches published by Victoria McArthur.


Journal of Information, Communication and Ethics in Society | 2009

Are socially exclusive values embedded in the avatar creation interfaces of MMORPGs

Tyler Pace; Aaron R. Houssian; Victoria McArthur

Purpose – The purpose of this paper is to show how both the presentation and limitation of visual choices in massively multiplayer online role‐playing games (MMORPG) avatar creation interfaces tends to exclude or favor different real life social groups.Design/methodology/approach – A novel method combining both quantitative and critical analysis of the syntagmatic‐paradigmatic structure of MMORPG avatar creation interfaces is used to inform the findings of this study.Findings – This study concludes that as cultural interfaces, current fantasy themed MMORPGs remediate socially exclusive values both from fantasy literature and from their own game lore. The socially exclusive values deal largely with extreme and immutable racial and sexual dimorphism.Research limitations/implications – Interfaces which present users with color palettes and/or smooth slider‐based body modifiers do not lend themselves well to this method of analysis. In addition to this, only a handful of the popular MMORPGs are analyzed withi...


human factors in computing systems | 2008

Real ethics in a virtual world

Victoria McArthur

This paper investigates the ethics of the appearance and behavior of avatars in massively multi-user online communities, in particular, avatars created for virtual business interactions in Second Life. The ethics of research conducted with avatars in 3D online environments is also discussed.


human factors in computing systems | 2012

Knowing, not doing: modalities of gameplay expertise in world of warcraft addons

Victoria McArthur; Tamara Peyton; Jennifer Jenson; Nicholas Taylor; Suzanne de Castell

In this paper, we consider the impacts of game addons on conventional notions of game-based expertise in World of Warcraft, through the analysis of 37 travelogues - a data collection tool designed for use in MMOG research. We adopt a multi-faceted definition of gaming expertise as described by Taylor, Jenson, De Castell and Humphrey [33] and we apply their categorization of expertise modalities to the addons named by our study participants. We find that the most commonly understood expressions of expertise in games (time investment and skill) are less represented in the addons reported by our participants.


ieee toronto international conference science and technology for humanity | 2009

Communication technologies and cultural identity a critical discussion of ICTs for development

Victoria McArthur

In this paper we discuss the design and deployment of information and communication technologies (ICTs) in the developing world - specifically, the issues of culturally sensitive design and subjectivity through an analysis of the hardware, software, and deployment of the One Laptop per Child (OLPC) computer. In our analysis we examine the design of the OLPC computer, and discuss its deployment within the context of information fetishism in the west. The goal of this paper is to encourage a critical discussion of the ways in which technologies are being designed for and deployed in developing nations.


conference on future play | 2008

World of Warcraft as a ludic cyborg

Victoria McArthur

This paper describes World of Warcraft as a ludic cyborg --- an entity that exists for play and depends on both artificial and organic components to survive. We argue that the popularity of the game arose due to the balance between the types of socialization it promotes and in-game literacies acquired by players on PvP servers.


conference on future play | 2008

Construction of cybertypes in Lineage II: an analysis of game interfaces and support documentation

Victoria McArthur; Tyler Pace; Aaron R. Houssian

This paper discusses social exclusion by analyzing the avatar creation interface of the massively multiplayer online roleplaying game (MMORPG) Lineage II. We use a previously developed syntagmatic-paradigmatic structure analysis for analyzing MMORPG interfaces and extend that method to include textual analysis of support documentation. This study concludes that virtual world designers must be more critical in their choices for representing sex and race.


engineering interactive computing system | 2009

An empirical comparison of "wiimote" gun attachments for pointing tasks

Victoria McArthur; Steven J. Castellucci; I. Scott MacKenzie


Journal of Gaming & Virtual Worlds | 2015

Plans and co-situated factions: An evaluation of Avatar Affordances in Rift’s character creation interface

Victoria McArthur; Jennifer Jenson


international conference on computer graphics and interactive techniques | 2011

All in a day's work: a study of World of Warcraft NPCs comparing gender to professions

Kelly Bergstrom; Victoria McArthur; Jennifer Jenson; Tamara Peyton


human factors in computing systems | 2012

Virtual postcards: multimodal stories of online play

Nicholas Taylor; Victoria McArthur; Jennifer Jenson

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Tyler Pace

Indiana University Bloomington

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