Midterm - Chapter 2

Player Elements: Who plays and why?

Game Market

  • Game market consists of the people who play games
  • The Entertainment Software Association (ESA)
    • In a 2006 poll, ESA determined that in the U.S. 69% heads of households play games regularly
    • Found that adults who play have been doing so for an estimated 12 years
    • The average gamer plays about 6.5 hours per week

Player Motivation

  • Social Interaction - Interacting with other people in the game
  • Physical Seclusion - The want to be alone and away from other people
  • Competition - The thrill of playing against other people drives some to play video games
  • Knowledge - Players will play games in order to learn something new, such as a concept or skill
  • Mastery - People would like to demonstrate their ability to dominate the game world
  • Escapism - The chance to escape the stresses and challenges of real life drive some to play
  • Addiction - Some people tend to focus on one activity at the expense of others

Richard Bartle's types of MUD players.

  • Hearts, the Socializers - The socializers enjoy interacting and chatting with other players and gossiping about events.
  • Clubs, the Killers - The killers enjoy dominating and griefing other players.
  • Diamonds, the Achievers - The achievers enjoy reaching the heights of levels, wealth and other forms of achievement.
  • Spades, the Explorers - The explorers enjoy exploring the game world and systems, and increasing their understanding of the mechanics and content of the game.

Psychographics & Psychotypes

  • Psychographics: peoples values, attitudes, and lifestyles
    • VALS Psychotypes: Values, Attitudes, and Lifestyles Survey


  • Myers-Briggs Type Indicator
    • MBTI.jpg
      • Extroverted Vs. Introverted - Are you more outgoing or shy in social interactions?
      • Sensing Vs. Intuitive - Are you more focused on what is or what could be?
      • Thinking Vs. Feeling - Do you solve problems based on what you observe or what your personal impressions?
      • Judging Vs. Perceiving - Are you more structured or flexible?
    • Demographics: Gender, Age, Income Level, Marital Status, Ethinicity, and Religion
      • Gender
        • Arcades attracted a higher percentage of kids than adults, and as a result no demographics were formed
        • Male
          • Arcades were predominantly male, except in the release of titles such as Pac-Man
          • Computer and mainframe industries were also mostly male-dominant
        • Female
          • Women eventually became fueled by the introduction of the World Wide Web (WWW)
          • In 2003, ESA determined that females became the highest percentage of ages 6-17
          • Now women make up 40% of the gaming population
    • Generation
      • Silent - Preferences for stories that involve making order, and more collected and silent heroes.
      • Boomers - Preferences for stories with themes of social or political revolution as well as spiritual salvation.
      • Gen X - Preferences for stories with independence, cynicism, and lone heroes.
      • Millennials - Preferences for stories with cooperation, teams, and structured systems.

Instructor's Note: This is a very well-organized page with lots of anchors. I think a student would need to actually read some of the relevant portions of the book to really understand some of this, but this is a good guide.

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