Uppsats
An analysis on proximity chat in games and the effects it has on the players
Kandidat-uppsats
Uppsala universitet/Institutionen för speldesign
Publicerad: 2026
Språk: Engelska
Nyckelord
klicka för att sökaSammanfattning
This study researched how proximity chat affects the players while playing three different games, compared to a normal voice communication using an auto-ethnography approach. The study was made by playing 3 different games PEAK (Aggro crab, 2025), R.E.P.O. (Semiwork Studios, 2025) and Phasmophobia (Kinetic Games, 2020). We played the games twice, once with proximity chat and once using normal voice communication, in this case discord. The findings show that proximity chat changed player behavior, cooperation, and emotions during the game sessions. When using proximity chat, players tended to stay closer together in order to be able to communicate. This increased immersion (Adams, 2013) and emotions while playing the game, particularly in situations where horror or threats to the players were present. Comparatively, normal voice communication through Discord made coordination and efficiency easier, as players could share information regardless of distance or in-game status. But this reduced risk, fear or even made certain game mechanics obsolete that were put in place with proximity chat in mind. Overall the study shows how proximity chat compared to normal voice chat changed the way players interacted with the game as well as how it affected their feelings, immersion (Adams, 2013) and cooperation.
Information
- Författare
- Karlsson, Filippa, Bureborn, Elsa, Mattson, Simon
- Lärosäte / institution
- Uppsala universitet/Institutionen för speldesign
- Publiceringsdatum
- 2026
- Uppsatstyp
- Kandidat-uppsats
- Språk
- Engelska
Utforska vidare
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