Publications

Publications

Citation counts and links to several pdfs available from my Google Scholar profile.

Book Chapters

Ducheneaut, N. and Yee, N. (2013). Data collection in massively multiplayer online games: methods, analytic obstacles, and case studies. In Seif El-Nasr, M., Drachen, A., and Canossa, A (eds.). Game Analytics, pp. 641-664. Springer.

Ducheneaut, N. and Yee, N. (2013). From solitude to ambient sociability : re-defining the social and psychological aspects of isolation in online games. In Coplan, R.J. and Bowker, J. (eds). A handbook of solitude: Psychological perspectives on social isolation, social withdrawal, and being alone, pp. 517-538. New York: Wiley-Blackwell.

Ducheneaut, N. (2011). Les jeux vidéos en ligne : un laboratoire virtuel de recherche en sciences sociales? In Perraton, C., Fusaro, M. and Bonenfant, M. (eds.). Socialisation et communication dans les jeux vidéo. Presses de l’Universite de Montreal. [PDF]

Ducheneaut, N. (2010). The chorus of the dead: roles, identity formation, and ritual processes inside a FPS multiplayer online game. In J. Talmadge Wright, David G. Embrick and Andras Lukacs (eds.). Utopic Dreams and Apocalyptic Fantasies: Critical Approaches to Researching Video Game Play. Lexington Books. [PDF]

Ducheneaut, N. (2009). Massively Multiplayer Online Games as living laboratories: Opportunities and pitfalls. In W.S. Bainbridge (Ed.). Online worlds: Convergence of the real and the virtual, pp. 135-146. Springer, New York, NY. [PDF]

Ducheneaut, N. (2009). Television is dead. Long live television! In P. Cesar, D. Geerts, and K. Chorianopoulos (Eds.). Social interactive television: Immersive shared experiences and perspectives, pp. 303-304. IGI Global, Hershey, PA. [PDF]

Ducheneaut, N., and Yee, N. (2008). Collective solitude and social networks in World of Warcraft. In C. Romm (Ed.). Social networking services and communities, pp. 81-103. Idea Group Publishing, Hershey, PA. [PDF]

Ducheneaut, N., Yee, N., Moore, R.J., and Nickell, E. (2007). Une solitude collective? Observations sur le capital social dans un jeu video multijoueur: World of Warcraft. In F. Beau (Ed.). Culture d’univers, pp. 47-64. FYP Editions, Limoges, France. [PDF]

Voida, A., Grinter, R.E., and Ducheneaut, N. (2006). Social practices around iTunes. In K. O’Hara & B. Brown (Eds.). Consuming music together: Social and collaborative aspects of music consumption technologie, pp.57-83. Springer Verlag, London. [PDF]

Journal Articles

J1. Schiano, D.J., Nardi, B., Debeauvais, T., Ducheneaut, N. and Yee, N. (2014). The “lonely gamer” revisited. Entertainment Computing, 5(1), pp.65-70.

Ducheneaut, N. and Yee, N. (2012). Les jeux vidéo en ligne, un miroir de la personnalité des internautes? Questions de Communication, 21, pp. 49-72. [PDF]

Shen, J., Brdiczka, O., Ducheneaut, N., Yee, N. and Begole, B. (2012). Inferring personality of online gamers by fusing multiple-view predictions. Lecture Notes in Computer Science, 7379/2012, pp. 261-273. [PDF]

Johnson, N. F., Xu, C., Zhao, Z., Ducheneaut, N., Yee, N., Tita, G., and Hui, P. (2009). Human group formation in online guilds and offline gangs driven by a common team dynamic. Physical Review E 79 066117, pp. 1-11. [PDF]

Yee, N., Bailenson, J.N., and Ducheneaut, N. (2009). The Proteus effect: Implications of transformed digital self-representation on online and offline behavior. Communication Research, 36(2), pp. 285-312. [PDF]

Yee, N., Ellis, J., and Ducheneaut, N. (2009). The tyranny of embodiment. Artifact, 2(3). [PDF]

Moore, R. J.; Gathman, C.; Ducheneaut, N. (2009). From 3D space to third place: the social life of small virtual spaces. Human Organization, 68(2), pp. 230-240. [PDF]

Ducheneaut, N., Moore, R.J., Oehlberg, L., Thornton, J.D., and Nickell, E. (2008). SocialTV: Designing for distributed, social television viewing. International Journal of Human-Computer Interaction, 24(2). [PDF]

Ducheneaut, N., Moore, R.J., and Nickell, E. (2007). Virtual third places: A case study of sociability in Massively Multiplayer Games. Computer Supported Cooperative Work, 16(1-2), pp. 129-166. [PDF]

Moore, R.J., Ducheneaut, N., and Nickell, E. (2007). Doing virtually nothing: Awareness and accountability in Massively Multiplayer Online Games. Computer Supported Cooperative Work, 16(3), pp. 265-305. [PDF]

Ducheneaut, N., Yee, N., Nickell, E., and Moore, R.J. (2006). Building a MMO with mass appeal: A look at gameplay in World of Warcraft. Games & Culture, 1(4), pp. 281-317. [PDF]

Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., and Nickell, E. (2006). From treehouse to barracks: The social life of guilds in World of Warcraft. Games & Culture, 1(4), pp. 338-361. [PDF]

Newman, M.W., Ducheneaut, N., Edwards, W.K., Sedivy, J.Z., and Smith, T.F. (2006). Supporting the unremarkable: experiences with the obje Display Mirror. Personal and Ubiquitous Computing, 11(7), pp. 523-536. [PDF]

Sack, W., Detienne, F., Ducheneaut, N., Burkhardt, J.M., Mahendran, D., and Barcellini, F. (2006). A methodological framework for socio-cognitive analyses of collaborative design of Open Source Software. Computer Supported Cooperative Work (special issue on Distributed Collective Practices), 15(2-3), pp. 229-250. [PDF]

Gupta, A., Sharda, R., Ducheneaut, N., Zhao, J.L., and Weber, R. (2006). Email management: A techno-managerial perspective. Communications of the Association for Information Systems, 17(3), pp. 229-250. [PDF]

Ducheneaut, N. (2005). Socialization in an Open Source software community: A socio-technical analysis. Computer Supported Cooperative Work, 14(4), pp. 323-368. [PDF]

Golle, P. and Ducheneaut, N. (2005). Preventing bots from playing online games. ACM Computers in Entertainment, 3(3). [ACM DL]

Ducheneaut, N. and Watts, L. (2005). In search of coherence: A critical review of electronic mail research. Human-Computer Interaction, 20(1 & 2), pp. 11-48. [PDF]

Bellotti, V., Ducheneaut, N., Howard, M., Smith, I. and Grinter, R. (2005). Quality versus quantity: Email-centric task-management and its relationship with overload. Human-Computer Interaction, 20(1 & 2), pp. 89-138. [PDF]

Ducheneaut, N. and Moore, R.J. (2005). More than just “XP”: Learning social skills in massively multiplayer online games. Interactive Technology and Smart Education, 2(2), pp. 89-100. [PDF]

Ducheneaut, N. and Bellotti, V. (2003). Ceci n’est pas un objet? Talking about things in email. Journal of Human-Computer Interaction, 18 (1 & 2), pp. 85-110. [PDF]

Ducheneaut, N. (2002). The social impacts of electronic mail in organizations: a case study of electronic power games using communication genres. Information, Communication, and Society (iCS), 5(2), pp. 153-188. [PDF]

Ducheneaut, N. and Bellotti, V. (2001). Email as habitat: an exploration of embedded personal information management. Interactions, 8(5), pp. 30-38. [ACM DL]

Refereed Conference Articles

Debeauvais, T., Nardi, B., Lopes, C., Yee, N. and Ducheneaut, N. (2012). 10,000 gold for 20 dollars: an exploratory study of World of Warcraft gold buyers. In proceedings of the International Conference on the Foundations of Digital Games (FDG 2012) (pp. 105-112). May 30-June 1, Raleigh, NC.

Liu, J., Price, B., Shen, J., Patil, A., Chow, R., Bart, E. and Ducheneaut, N. (2012). Proactive insider threat detection through graph learning and psychological context. In proceedings of Security and Privacy Workshops (SPW) (pp. 142-149). May 24-25, San Francisco, CA.

Yee, N., Ducheneaut, N., Shiao, H. and Nelson, L. (2012). Through the Azerothian looking glass: mapping in-game preferences to real world demographics. In conference proceedings on human factors in computing systems (CHI 2012) (pp. 2811-2814). May 5-10, Austin, TX.

Yee, N., Ducheneaut, N. and Nelson, L. (2012). Online gaming motivations scale: development and validation. In conference proceedings on human factors in computing systems (CHI 2012) (pp. 2803-2806). May 5-10, Austin, TX. [ACM DL]

Yee, N, Ducheneaut, N., Nelson, L. and Likarish, P. (2011). Introverted elves & conscientious gnomes: The expression of personality in World of Warcraft. In conference proceedings on human factors in computing systems (CHI 2011) (pp. 753-762). May 7-12, Vancouver, BC, Canada. [ACM DL]

Yee, N., Ducheneaut, N., Yao, M. and Nelson, L. (2011). Do men heal more when in drag?: conflicting identity cues between user and avatar. In conference proceedings on human factors in computing systems (CHI 2011) (pp. 773-776). May 7-12, Vancouver, BC, Canada. [ACM DL]

Schiano, D.J., Nardi, B., Debeauvais, T., Ducheneaut, N., and Yee, N. (2011). A new look at World of Warcraft’s social landscape. In proceedings of the International Conference on the Foundations of Digital Games (FDG 2011) (pp. 174-179). June 28-July 1, Bordeaux, France. [ACM DL]

Debeauvais, T., Nardi, B., Schiano, D.J., Ducheneaut, N. and Yee, N. (2011). If you build it they might stay: Retention mechanisms in World of Warcraft. In proceedings of the International Conference on the Foundations of Digital Games (FDG 2011) (pp. 180-187). June 28-July 1, Bordeaux, France. [ACM DL]

Ducheneaut, N., Yee, N. and Bellotti, V. (2010). The best of both (virtual) worlds: Using ethnography and computational tools to study online behavior. In proceedings of the Ethnographic Praxis in Industry Conference (EPIC 2010) (pp. 136-148). August 29-September 1, Tokyo, Japan. [PDF]

Barash, V., Ducheneaut, N., Isaacs, E., and Bellotti, V. (2010). Faceplant: impression (mis)management in Facebook status updates. In proceedings of 4th International AAAI Conference on Weblogs and Social Media (ICWSM). May 23-26, Washington, DC. [PDF]

Roberts, M., Ducheneaut, N., and Smith, T. (2010). The “3D Wiki”: blending virtual worlds and web architecture for remote collaboration. In proceedings of the IEEE International Conference on Multimedia and Expo (ICME 2010). July 19-23, Singapore. [PDF]

Wadley, G., Gibbs, M. R., and Ducheneaut, N. (2009). You can be too rich: mediated communication in a virtual world. In proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction (OZCHI). November 23-27, Melbourne, Australia. [ACM DL]

Ducheneaut, N., Wen, M.H., Yee, N., and Wadley, G. (2009). Body and mind: A study of avatar personalization in three virtual worlds. In conference proceedings on human factors in computing systems (CHI 2009) (pp. 1151-1160). April 4-9, Boston, MA. [ACM DL]

Wadley, G.; Ducheneaut, N. (2009). The ‘out-of-avatar experience’: object-focused collaboration in Second Life. In proceedings of the European Conference on Computer-Supported Cooperative Work (ECSCW 2009) (pp. 323-342). September 7-11, Vienna, Austria. [PDF]

Ducheneaut, N., Partridge, K., Huang, Q., Price, B., Roberts, M., Chi, E.H., Bellotti, V., and Begole, B. (2009). Collaborative filtering is not enough? Experiments with a mixed-model recommender for leisure activities. In proceedings of the international conference on user modeling, adaptation, and personalization (UMAP 2009). June 22-26, Trento, Italy. [PDF]

Begole, J., Bellotti, V., Chi, E.H., Ducheneaut, N., Newman, M., Partridge, K. (2008). Mobile recommendations for leisure activities. In proceedings of the International Workshop on Recommendation and Collaboration at IUI 2008. January 13, Canary Islands, Spain. [PDF]

Roberts, M., Ducheneaut, N., Begole, J., Partridge, K., Price, B., Bellotti, V., Walendowski, A., and Rasmussen, P. (2008). Scalable architecture for context-aware activity-detecting mobile recommendation systems. In proceedings of the IEEE 2nd International workshop on Adaptive and Dependable Mobile Ubiquitous Systems (ADAMUS). June 23-27, Newport Beach, CA. [Best Paper Award Nominee; Winner, Best Demo] [PDF]

Bellotti, V., Begole, J., Chi, E.H., Ducheneaut, N., Fang, J., Isaacs, E., King, T., Newman, M., Partridge, K., Price, B., Rasmussen, P., Roberts, M., Schiano, D.J., and Walendowski, A. (2008). Activity-based serendipitous recommendations with the Magitti mobile leisure guide. In conference proceedings on human factors in computing systems (CHI 2008) (pp. 1157-1166). April 5-10, Florence, Italy. [ACM DL]

Ducheneaut, N., Yee, N., Nickell, E., and Moore, R.J. (2007). The life and death of online gaming communities: A look at guilds in World of Warcraft. In conference proceedings on human factors in computing systems (CHI 2007) (pp. 839-848). April 28-May 3, San Jose, CA. [CHI Best Paper Award Nominee, nomination rate: 5%] [ACM DL]

Moore, R.J., Gathman, C., Ducheneaut, N., and Nickell, E. (2007). Coordinating joint activity in avatar-mediated interaction. In conference proceedings on human factors in computing systems (CHI 2007) (pp. 21-30). April 28-May 3, San Jose, CA. [ACM DL]

Ducheneaut, N., Yee, N., Nickell, E., and Moore, R.J. (2006). Alone together? Exploring the social dynamics of massively multiplayer games. In conference proceedings on human factors in computing systems (CHI2006) (pp. 407-416). April 22-27, Montreal, Canada. [CHI Best Paper Award Nominee, nomination rate: 5%] [ACM DL]

Medynskiy, Y.E., Ducheneaut, N., and Farahat, A. (2006). Using hybrid networks for the analysis of online software development communities. In conference proceedings on human factors in computing systems (CHI2006) (pp. 513-516). April 22-27, Montreal, Canada. [ACM DL]

Voida, S., Edwards, W.K., Newman, M.W., Grinter, R.E., Ducheneaut, N. (2006). Share and share alike: Exploring the user interface affordances of file sharing. In conference proceedings on human factors in computing systems (CHI2006) (pp. 221-230). April 22-27, Montreal, Canada. [ACM DL]

Ducheneaut, N., Smith, T.F., Begole, J., Newman, M.W., and Beckman, C. (2006). The Orbital Browser: Composing Ubicomp services using only rotation and selection. In Extended Abstracts (alt.chi) of the conference proceedings on human factors in computing systems (CHI2006). April 22-27, Montreal, Canada. [ACM DL]

Oehlberg, L., Ducheneaut, N., Thornton, J., Moore, R.J., and Nickell, E. (2006). Social TV: Designing for distributed, sociable television viewing. In proceedings of the 4th European Interactive TV Conference (EuroITV 2006) (pp. 251-262). May 25-26, Athens, Greece. [PDF]

Grinter, R., Edwards, K.E., Newman, M.W., and Ducheneaut, N. (2005). The work to make a home network work. In proceedings of the 9th European Conference on Computer Supported Cooperative Work (ECSCW 2005), pp. 18-22. September 18-22, 2005, Paris, France. [PDF]

Gollé, P. and Ducheneaut, N. (2005). Keeping bots out of online games. In proceedings of the ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE 2005). June 15-17, 2005, Valancia, Spain. [ACM DL]

Voida, A., Grinter, R.E., Ducheneaut, N., Edwards, K.E., and Newman, M.W. (2005). Listening in: Practices surrounding iTunes music sharing. In conference proceedings on human factors in computing systems (CHI 2005) (pp. 191-200). April 2-7, 2005, Portland, OR. [CHI Best Paper Award Nominee, nomination rate: 5%] [ACM DL]

Ducheneaut, N., Moore, R.J. and Nickell, E. (2004). Designing for sociability in multiplayer games: an examination of the “third places” of SWG. In J.H. Smith and M. Sicart (Eds.), Proceedings of the Other Players conference. Copenhagen: IT University of Copenhagen. [PDF]

Ducheneaut, N. and Moore, R.J. (2004). The social side of gaming: a study of interaction patterns in a massively multiplayer online game. In conference proceedings on computer-supported cooperative work (CSCW2004) (pp. 360-369). November 6-10, 2004, Chicago, IL. [ACM DL]

Bellotti, V., Dalal, B., Good, N., Flynn, P., Bobrow, D., and Ducheneaut, N. (2004). What a to-do: Studies of task management towards the design of a personal task list manager. In conference proceedings on human factors in computing systems (CHI2004) (pp. 735-743). April 24-29, 2004, Vienna, Austria. [ACM DL]

Bellotti, V., Ducheneaut, N., Howard, M., and Smith, I. (2003). Taking email to task: the design and evaluation of a task management centered email tool. In conference proceedings on human factors in computing systems (CHI2003) (pp. 345-352). April 5-10, 2003, Fort Lauderdale, Florida. [ACM DL]

Bellotti, V., Ducheneaut, N., Howard, M., and Smith, I. (2002). FLANNEL: Adding computation to electronic mail during transmission. In conference proceedings on user interface software and technology (UIST 2002) (pp. 1-9). October 27-30, 2002, Paris, France. [ACM DL]

Bellotti, V., Ducheneaut, N., Howard, M., Neuwirth, C. M., and Smith, I. (2002). Innovation in extremis: evolving an application for the critical work of email and information management. In conference proceedings on designing interactive systems (DIS 2002) (pp. 181-192). June 25-28, 2002, London, UK: ACM. [ACM DL]

Bellotti, V., Burton, R., Ducheneaut, N., Howard, M., Neuwirth, C. and Smith, I. (2002). XP in a research lab: the hunt for strategic value. In conference proceedings on Extreme Programming (XP 2002) (pp. 56-61). May 26-29, 2002, Alghero, Italy: CUSL. [PDF]