Relating Five Factor Personality Traits to Video Game Preference
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Human-Computer Interaction Technical Report 5/06/2013 Relating Five Factor Personality Traits to Video Game Preference Christina deGraft-Johnson [email protected] Yu-Chi Wang [email protected] Michael Bradlee Sutherland [email protected] Kent L. Norman Department of Psychology and the Human-Computer Interaction Laboratory, University of Maryland, College Park, MD [email protected] ABSTRACT different types of people playing them. This This study examined the relationships between a increase has led to an interest in finding out person’s scores on the Five Factor Personality what might influence people to play certain Inventory with (a) how much they liked and (b) games. The researchers observed that certain how difficult they found it to play four different people tended to play specific genres and that genres of video games (fighting, racing, they would play more similar games to those dancing, first-person shooter). It was with similar personalities. Thus, we wanted to hypothesized that there would be a correlation see what personality factors influence gameplay. between personality factors and which genres of games people preferred to play. Participants Previous research studies have proposed a link played one of two games from each genre and between a person’s personality and his or her filled out the Five Factor Personality Inventory motivation for playing online games (Jeng & and ratings of their liking and perceived ease for Teng, 2008), a connection between personality each game. Conscientiousness was negatively and online gaming addiction (Mehroof & correlated with perceived ease of first-person Griffiths, 2010), and an association between shooter games. Extraversion was positively personality and frequency of violent video game correlated with both liking and perceived ease play (Chory & Goodboy, 2011). Scholars have of dancing games. Agreeableness was positively claimed various reasons as to what would cause correlated with liking of dancing games. a person to start playing games. These reasons include, but are not limited to, situational INTRODUCTION factors, maintaining self-esteem, need for Since the advent of video games over forty achievement, and escapist tendencies (Hartmann years ago, there has been a greater variety of & Klimmt, 2006). video games as well as an increasing number of 1 Human-Computer Interaction Technical Report 5/06/2013 In looking at the literature surrounding video undergraduate students, and a few from personal game research, we found only one study contacts, who were also undergraduate students. involving personality and genre. One of the variables studied by Ventura, Shute, and Kim To evaluate the feasibility of running four (2011) was game genre preference in relation to different genres in two hours, we pilot tested the the personality factors of openness and study with three participants. These participants conscientiousness; they found a number of indicated that they had ample time to play four significant correlations. In our present study, we games and fill out the surveys. In total, we ran wanted to consider a more comprehensive look 67 participants but excluded the three pilot at all five factors of personality in relation to not testers from the data analysis. In addition, in only game genre preference but also perceived order to control for the amount of times each ease. Identifying which personality traits game was played (31 times) we randomly correlate to specific genres “may explain why omitted two participants that had the same individuals react very differently to the same experimental conditions. Our analysis of the media content” (Chory & Goodboy, data was on the remaining 62 participants (26 2011). This research may better help females and 36 males; 37 Caucasian, 14 Asian, individuals pick games that they could be more 9 African American, and 2 Mixed; mean age = interested in playing and help video game 21.02 years [SD = 2.31]). producers better target specific audiences. Measures The Five Factor Personality Inventory. We believe that a person’s personality factors The Five Factor Personality Inventory measures will be correlated to their video game personality using five opposite dimensions of preference. In order to determine video game personality. These dimensions are Openness to preference we will look at genre selection. We Experience versus Closedness to Experience, will measure genre selection though liking and Conscientiousness versus Lack of ease ratings for specific games. Conscientiousness, Extraversion versus Introversion, Agreeableness versus Hostility, H1: There will be significant correlations and Neuroticism versus Emotional Stability between the scores of the Five Factor (Bakker, Van Der Zee & Lewig, 2006). Personality Inventory with a person's liking of a Openness to experience – The openness factor specific genre includes being curious, intelligent, and H2: There will be significant correlations imaginative. “High scorers tend to be artistic between the scores of the Five Factor and sophisticated in taste and appreciate diverse Personality Inventory with a person's perceived views, ideas, and experiences” (Golbeck, ease of a specific genre Robles, & Turner, 2010). In addition, “those with a high openness scores prefer varied stimuli and are open to ideas, various aesthetic METHOD AND MATERIALS and intellectual experiences, and are willing to Participants try a variety of activities” (Krcmar & Kean, Participants were undergraduate students 2005). receiving research credit for psychology classes Conscientiousness – Those high in at the University of Maryland. In addition, conscientiousness factor includes people who participants were recruited from two psychology are responsible, organized, and persevering. classes, which had a mixture of graduate and “Conscientious individuals are generally 2 Human-Computer Interaction Technical Report 5/06/2013 extremely reliable and tend to be high achievers, entire body. With technological advances, hard workers, and planners” (Golbeck et al., dancing games have been brought from the 2010). arcade into people’s homes. Dancing games of Extraversion – According to Bakker et al. the past, for example Dance Dance Revolution (2006) “extraversion is characterized by a and In The Groove, are played using dance tendency to be self-confident, dominant, active, mats. But now, with the Kinect for the Xbox and excitement seeking. Extraverts show 360 and the Wii Motion sensor for the Wii, the positive emotions, higher frequency and gamer’s body is the only thing needed to play intensity of personal interactions, and a higher these games. need for stimulation.” Racing - A racing game’s main objective is Agreeableness – “Altruism, nurturance, and the manipulation of a vehicle, usually a car, that caring as opposed to hostility, indifference to recreates the driving experience. Gameplay is others, self-centeredness and noncompliance typically experienced through a predetermined characterize agreeableness” (Bakker et al. race course. The game can be experienced in a 2006). People who are agreeable are first person or third person perspective. cooperative, helpful and nurturing. These people Gameplay can be placed in real world league or are peacekeepers with an optimistic outlook and fantasy settings. a strong sense of trust in others (Golbeck et al., Fighting - Fighting games typically emulate 2010). one-on-one combat. Generally, fighting games Neuroticism – “Neuroticism is characterized require the player to use different combinations by individuals’ susceptibility to worry, anxiety, of buttons to engage in combat, typically either anger, and general emotional instability” hand-to-hand or by using weapons. There is a (Markey and Markey, 2010). In addition, lot of choice with which character to use, as neurotic people are typically nervous, self- different characters have different specialties or conscious, impulsive, and vulnerable (Kcrmar & styles of fighting and which stage to play on, but Kean, 2005). generally the players do not interact with the background. Originally this was done in 2D, so Video Game Genres there would be one player on each side of the Although there are many video game genres, we screen and they could move around and they focused on four specific and discrete genres for could battle until one of the players ran out of our study; dancing, racing, fighting, and first- the health. This genre has expanded to many 3D person shooter. In addition, time constraints games still with 2 players as well as up to 4 were a factor in choosing the games/genres. We person combat. wanted to make sure that participants had First-person shooter (FPS) - Gameplay enough time to immerse themselves in the involves using a weapon to shoot targets games. The four genres were chosen based on whether they are people, aliens, or objects. whether they could leave an impression on the Many first person shooter games mimic real life gamer after only playing for 20-30 minutes. combat, though some have fantasy elements. Below are the definitions of the four genres: Typically, the player experiences the game Dancing - A dancing game is a video game through the eyes of a character in the game. The that involves the player engaging in a dance as gameplay’s main design element is combat with the main objective accompanied by music and a multiple weapons. Often times, FPS games take set of dance moves or steps for the player to place in a free roaming 3D environment that can follow. Dancing games may incorporate only movement