User:RHutnyk/Voice chat in online gaming

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Gaming headset

Technology of Voice Chat in Online Video Games[edit]

Voice chat is telecommunication via voice over IP technologies—especially when those technologies are used among players in multiplayer online games.

Users might use either a VoIP engine system that is built into the game, or a separate program.

"In-game voice chat played a key role in the development of multiplayer gaming. Voice deepens the immersive world, helps forge social bonds, and strengthens online play. Prior to voice chat in online games."[1]Prior to voice chat users would communicate primarily through text however gamers have expressed that interacting with other players using voice chat is overall a more enjoyable experience.

History of Voice Chat in Online Gaming[edit]

Sega Dreamcast Microphone

In 2000, SegaNet released the first voice-chat-compatible browser for the Dreamcast. Internet services such as YahooChat! worked on the Java-compatible web browsers with the ability of voice chat with the microphone, although it was already available for use in its HTML servers. This browser web integration became a standard in future game consoles.

"Alienfront Online is the first game on the system to use voice chat in the way that is now expected. It is an online vehicular combat game. The biggest difference between voice chat in this game and in modern games is that it was done with a microphone instead of a headset."[1]

'The Xbox Live network, released in 2003, was the first successful system for connecting game consoles to the Internet to enable multiplayer video gaming over a distance. Among XBL’s novel features were a “gamertag” system for the central management of a consistent online identity across games and a voice communication system, which included a microphone and headset as part of the subscription package.'[2]

Long-distance telephone programs such as Dream call were already integrated within the browser. Other games such as Seaman and Alien Front Online included voice chat via the microphone. In 2001, Sony released the Network adapter for their PlayStation 2 video game console, which allowed voice chatting with a headset. In 2002, Microsoft launched the Xbox Live service, which supports voice chatting. Later, Microsoft required all Xbox Live console game developers to integrate voice chat capability into their games and bundled a microphone and headset with the Xbox Live retail unit. In 2005, Nintendo launched the Nintendo Wi-Fi Connection, an online multiplayer service for both the Nintendo DS and for the Wii. Metroid Prime Hunters, which was released in March 2006, was the first game that allowed voice chatting through the Nintendo DS's microphone.[citation needed] Nintendo also released a Nintendo DS headset for voice chat alongside the release of Pokémon Diamond and Pearl (2006).

While voice chat has become a big hit in console games, it also created problems such as griefing or the persistent harassment of other players online. Voice capability is said to present the greatest risk of traditional cyberbullying and harassment. For instance, it is being used to send sexist and misogynistic communications towards female players. A specific example was a publicized audio recording of EVE Online players perpetrating the so-called "Bonus Round" scam over voice chat. Portions of the audio contained graphic language.

'Flaming is an additional form of player deviance and is similar to griefing. It refers to negative antisocial behaviors, including the expression of hostility, the use of profanity, and the venting of strong emotions'[3]

Ventrilo was popular among online gamers to coordinate group gaming efforts until Mumble, TeamSpeak and Discord came out.

In 2021, Discord which was released in May of 2015 has become a very popular voice chat interface amongst gamers. While games like World of Warcraft have integrated a VOIP voice chat, the preferred way to communicate and cooridnate within video games is Discord, TeamSpeak or Mumble.

References[edit]

  1. ^ a b "Video Game History: Voice Chat".
  2. ^ Wadley, G., Carter, M., & Gibbs, M. (2015). Voice in virtual worlds: The design, use, and influence of voice chat in online play. Human–Computer Interaction, 30(3-4), 336-365.
  3. ^ Gray, K. L. (2012). Intersecting oppressions and online communities: Examining the experiences of women of color in Xbox Live. Information, Communication & Society, 15(3), 411-428.