ACM SIGCHI General Interest Announcements (Mailing List)


Options: Use Classic View

Use Monospaced Font
Show Text Part by Default
Show All Mail Headers

Topic: [<< First] [< Prev] [Next >] [Last >>]

Print Reply
Shaowen Bardzell <[log in to unmask]>
Tue, 9 Sep 2008 13:53:30 -0400
text/plain (80 lines)
Call for Participation

CSCW 2008 Workshop (W6): Virtual Worlds, Collaboration, and Workplace

November 9, 2008 - San Diego, California, USA

Workshop Website:

Workshop Overview: 

Following the recent and explosive success of virtual worlds such as World
of Warcraft and Second Life, and the rising wave of research about virtual
worlds, major efforts are underway in both the public and private sectors to
develop collaborative systems built on them. As virtual worlds continue
their transition from “mere entertainment” to next generation collaborative
technology, the time is ripe for interaction designers and CSCW researchers
to take stock, both of the virtual worlds and their users themselves, as
well as on the growing body of virtual world research and the challenges and
opportunities it faces. This workshop brings together an interdisciplinary
group of virtual world researchers and interaction designers from industry
and academia as well as decision makers from businesses who are evaluating
the use of virtual worlds; we will discuss the state of the art of the
virtual world research agenda as these worlds continue their transition to
mainstream workplace technology.

Participants are to explore questions such as the following:

* What are the values of virtual worlds in business settings? How do we
increase those values?
* How do games and virtual environments change workplace ecology, for better
and for worse?
* How might ad hoc and persistent grouping practices in virtual worlds model
productive workplace collaboration?
* How can game technologies and virtual worlds support and facilitate
workplace interactions?
* How might game technologies and virtual worlds support collaborations that
are distributed across continents, teams, and disciplinary approaches?
* Are existing theories of small- and large-group collaboration adequate for
use in designing game technologies for workplace use, or do they need to be
* Are existing qualitative and quantitative methods used in researching
collaboration sufficient for the study of virtual worlds, or do they need to
be updated?
* What relationships exist between measures of video game effectiveness
(e.g., engagement, immersion, fun) and workplace software effectiveness
(e.g., usability, performance, user satisfaction)?

The workshop will be a full day event and will be open to a maximum of 15-20
participants. Participants will be selected based on position papers to be
no more than 4 pages using the ACM template that address workshop goals,
reviewed by workshop organizers. In addition, we also encourage video
submissions (provided via a URL) that describe a working system that can be

Important Dates: 
    * September 19, 2008: Submissions of position papers
    * October 3, 2008: Notification of acceptance
    * November 9, 2008: Workshop

Shaowen Bardzell, Indiana University
Steven L. Rohall, IBM TJ Watson Research
Wendy Ark, IBM Almaden Research
Jeffrey Bardzell, Indiana University
Melissa Cefkin, IBM Almaden Research
Li-Te Cheng, IBM TJ Watson Research
Jonathan Kaplan, Sun Microsystems Laboratories
Bonnie Nardi, University of California, Irvine
Nicole Yankelovich, Sun Microsystems Laboratories

Workshop contact and electronic submissions: Shaowen Bardzell (selu [at]

                To unsubscribe, send an empty email to
     mailto:[log in to unmask]
    For further details of CHI lists see