A Framework and Taxonomy of Videogame Playing Preferences

A Framework and Taxonomy of Videogame Playing Preferences

A Framework and Taxonomy of Videogame Playing Preferences Gustavo F. Tondello1,2, Rina R. Wehbe1,2, Rita Orji1,4, Giovanni Ribeiro1, Lennart E. Nacke1,2,3 1HCI Games Group, Games Institute, 2Cheriton School of Computer Science, 3Drama and Speech Communication, Stratford Campus, University of Waterloo 4Faculty of Computer Science, Dalhousie University [email protected], [email protected], [email protected], [email protected], [email protected] ABSTRACT For this purpose, several researchers have suggested models of Player preferences for different gaming styles or game ele- player types or gaming motivations. These models are gener- ments has been a topic of interest in human-computer interac- ally based on conceptual analysis, psychographic methods, or tion for over a decade. However, current models suggested by behavioural analysis [17]. However, researchers Hamari and the extant literature are generally based on classifying abstract Tuunanen [17] have noted that most of these approaches suffer gaming motivations or player archetypes. These concepts do from similar limitations. First, most of them were based on not directly map onto the building blocks of games, taking or were inspired by Bartle’s original work [2], which suffers away from the utility of the findings. To address this issue, a number of limitations. Bartle conducted a qualitative and we propose a conceptual framework of player preferences conceptual study of multi-user dungeons (MUD) players to based on two dimensions: game elements and game playing classify them in types. However, his work was never empiri- styles. To investigate these two concepts, we conducted an ex- cally validated nor intended to be used outside of the context ploratory empirical investigation of player preferences, which of MUDs. Nevertheless, it inspired and became the foundation allowed us to create a taxonomy of nine groups of game el- of most of the posterior attempts to create player typologies for ements and five groups of game playing s tyles. These two multiple genres. Consequently, many of the proposed models concepts are foundational to games, which means that our are limited in the number and types of motivational factors model can be used by designers to create games that are tai- considered because most constructs are similar or derivatives lored to their target audience. In addition, we demonstrate that of Bartle’s four types. Another issue is that most studies were there are significant effects of gender and age on participants’ limited to online games or massively multiplayer online games preferences and discuss the implications of these findings. (MMOs). This makes it difficult to transfer insights to other game genres or contexts. Finally, many models attempt to clas- ACM Classification Keywords sify players in distinct types [3, 24]. This can be misleading H.1.2. User/Machine Systems: Human Factors; H.5.m. Infor- because they try to segment players in dichotomous categories. mation Interfaces and Presentation (e.g. HCI): Miscellaneous; This approach might not adequately represent reality because K.8.0. Personal Computing: Games humans are complex and players usually display a combina- tion of distinct preferences in variate degrees, instead of a Author Keywords single category of preferences. Games User Research; Game Elements; Player Types. To address these issues, we present a novel conceptual frame- work and an associated taxonomy of videogame play pref- INTRODUCTION erences. Rather than using Bartle’s taxonomy or one of its Understanding how players differ in their preferences for var- derived works as a building block, we devised a new frame- ious game elements and playing styles has many practical work based on existing game design literature. We considered uses. For example, game designers can use this information player preferences from the point of view of two distinct con- to better target their ideas towards specific groups of players structs in our conceptual framework: game elements and game or towards broader audiences, whereas marketers can better playing styles. Game elements are the activities that players understand their target players and direct their communication engage with in games, such as resource management, explo- efforts accordingly. ration, or combat. Game playing styles, on the other hand, Permission to make digital or hard copies of all or part of this work for personal or refer to the different ways by which players interact with the classroom use is granted without fee provided that copies are not made or distributed game and with other players, instead of the activities that for profit or commercial advantage and that copies bear this notice and the full citation on the first p age. Copyrights for components of this work owned by others than the players do. Hence, we studied game playing styles such as author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or team-based play, competitive play, solo play, and e-sports. republish, to post on servers or to redistribute to lists, requires prior specific permission Next, we created a new taxonomy by analyzing players’ pref- and/or a fee. Request permissions from [email protected]. erences from empirical data related to a broad range of game CHI PLAY ’17, October 15–18, 2017, Amsterdam, Netherlands © Owners/Authors, 2017. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in CHI PLAY '17 - Proceedings of the Annual Symposium on Computer- Human Interaction in Play. DOI: https://doi.org/10.1145/3116595.3116629 elements and playing styles. This way, we explored diverse solid base for understanding player motivation, but it is limited elements and styles that were never previously investigated. because of its focus on one specific game genre (Massively Multiplayer Online Role-Playing Games—MMORPGs). Our work contributes to the human-computer interaction (HCI) and games user research (GUR) communities by developing a Bateman and Boon [4] contributed research to provide a wider new conceptual framework and taxonomy for understanding perspective regarding player types by adapting the Myers- player preferences and hence, addressing the shortcomings Briggs Type Indicator (MBTI, [23]) to games. Their first of prior works. Moreover, we demonstrate that participants’ demographic game design model (DGD1) proposed the player gender and age significantly influence their preferred elements styles CONQUEROR, MANAGER, WANDERER, and PARTICI- and play styles. Our framework is applicable for designing PANT. The second demographic game design model (DGD2, and studying a broader category of games, game elements, and [5]) explored the hardcore to casual dimension, different skill playing styles and is grounded on solid empirical evidence. sets, and the preference for single and multiplayer gameplay. Therefore, it can be used to inform the design of more en- Following this work, the BrainHex [5, 24] was developed, gaging games because it helps designers understand which which is a top-down player typology that takes inspiration elements and playing styles players usually enjoy when play- from neurobiological player satisfaction research [6], previ- ing together. Furthermore, detailed information about the ous player typologies, discussions of patterns of play, and target audience of a game is necessary because of an increas- the literature on game emotions to build seven archetypes de- ing interest in the design of serious games (i.e., games that noting distinct experiences of play. The BrainHex archetypes serve a main purpose other than entertainment, such as health, are: ACHIEVERS (goal-oriented and motivated by completion); education or fostering awareness to a cause). Particularly, CONQUERORS (enjoy struggling against strong opponents); for serious games it is important to understand how players DAREDEVILS (motivated by excitement and risk taking); MAS- are motivated by different gaming elements and styles, so the TERMINDS (enjoy solving puzzles and devising strategies); game can achieve its instrumental purpose for distinct players. SEEKERS (motivated to explore the game world); SOCIALIS- ERS (enjoy interacting with other people); and SURVIVORS The remainder of this work is organized as follows. First, we (enjoy frightening experiences in games). review the existing literature on player typologies and prefer- ences. Next, we introduce our player preferences framework Busch et al. [11] conducted a validation of the BrainHex and the results of an empirical study in which we analyzed model and argued for an improvement of its psychometric participants’ self-reported preferences towards 66 game ele- properties, based on poor results of factor, stability, and inter- ments and 20 game playing styles to devise a taxonomy or nal consistency analyses. Despite lack of empirical validation, player preferences. Finally, we discuss the implications of our the BrainHex is increasingly gaining researchers’ attention; findings and the potential applications of the framework. it has been used by several studies for investigating player motivation and personalization of games. For example, Orji RELATED WORK et al. [26] used BrainHex to tailor persuasive health games to different player types and Birk et al. [8] used BrainHex to Player Typologies and Preferences model player motivation in a social network game. In the last decade, researchers in games and HCI have been studying different

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