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Colin M. Ford

dblp:199/3045 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2017
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 87% Collaborative and social computing · 13%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › player-avatar relationship
character embodiment
0.312017
Virtuosos on the Screen: Playing Virtual Characters Like Instruments in Competitive Super Smash Bros. Melee · CHI 2017
Games and playful interaction › game playing
competitive gaming
0.312017
Virtuosos on the Screen: Playing Virtual Characters Like Instruments in Competitive Super Smash Bros. Melee · CHI 2017

Methods — techniques the papers use, named apart from their topics

qualitative analysis · 0.3forum analysis · 0.3
YearPublicationVenuePosition
2017 Virtuosos on the Screen: Playing Virtual Characters Like Instruments in Competitive Super Smash Bros. Melee
abstract
Previous research on virtual sociality in games suggests that players use custom avatars to reflect, alter, and perform new identities in digital spaces. However, this study explores an alternative theory of social performance by analyzing a competitive game, Super Smash Bros. Melee, where players face off in timed matches and interact through pre-designed characters. This study shows how Melee players treat virtual characters as performative instruments, similar to the violin or the piano. In forum posts and player-created media, Melee players emphasize the need to train one's hands, eyes, and mind in order to master a character's complexity and express style and skills in live matches. Instrumental embodiment in a competitive game like Melee thus positions players as virtuosos who perform for perceptive audiences. This research points to a range of ways that players may relate to virtual bodies, connected to distinct kinds of social activities.
Colin M. Ford
CHI1