SlideShare a Scribd company logo
1 of 21
What characteristics of gamers’ profile
should be taken into account in
player- centred game design?
Maria Kambouri
Institute of Education, University College London
Christothea Herodotou, The Open University
and Niall Winters, University of Oxford
iLRN, Prague July 14th 2015
Gamers are not
a homogeneous population
recent game demographics show that, alongside the traditional
profile of the ‘hardcore’ gamer, casual gaming has become important
56% of gamers, male and 44% female.
The most frequent female gamer is on average 43 years old while the
male gamer is aged 35.
the top three types of games played are
social games
action games and then
puzzle/board/card games.
more than half of the US population (>150 million)
and almost 44% of Europeans are gaming.
ESA (entertainment software association) 2015 report (US)
Usability in terms of playability
and player-centered design.
Febretti et al. (2009) proposed a distinction between the
terms ‘usability’ and ‘playability’ and identified that
playability factors such as social interaction, challenge,
concentration, immersion, player ability, objectives,
feedback, and control,
foster or inhibit long-term game engagement
SO : we wanted to examine players’ socio- emotional
personality characteristics and how these might relate to
certain game preferences (e.g., choice of certain games,
nature of gameplay, in-game actions)
We propose to use a personality theory that could assist in
exemplifying the gamers’ profile.
Games are not simply ‘software’
Considering that games directly relate to the
experience of gaming (by producing feelings of
fun and enjoyment) and game interaction,
the concept of playability has been introduced to
evaluate usability for games.
(Malone, 1982, Fabricote et al. 2002, Sánchez, et.al 2009,
)
Trait Emotional Intelligence
(Petrides and Fernham)
refers to’ individuals’ self-perceived emotion-related
abilities and behaviour dispositions’.
It is a construct measuring emotional intelligence and its four
components:
• Well-being – Individuals with high scores feel happiness, fulfilment,
and well-being,
• Emotionality – Individuals with high scores believe they have a wide
range of emotion-related skills that can use to develop and sustain
close emotional relationships,
• Sociability – Individuals with high scores believe they can interact
and communicate better within diverse social contexts (social
influence and interaction in conditions other than family and
personal relationships), and
• Self-control – Individuals with high scores believe they can control
their urges and desires and regulate stress
TEIQue:15 facets K.V.Petrides
Our previous research
The concept of trait EI has been deployed in this
study due to its relationship to gamers’ preferences
for play and persistence of gaming.
Game preferences were found to match with the
gamers’ trait EI indicating that gamers are more
likely to choose game practices that accord with their
personality characteristics.
Present studies investigate which characteristics of
the gamers’ profile inform player-centered usability
design.
Research Design:
data from 2 studies
Study 1: A short-scale study examining general game use and
Study 2: The gamers’ use of a specific game – World of Warcraft
WoW is a PAY To PLAY MMORPG (Massively Multiplayer online role-
play game
Data for gender, age, ethnicity, trait EI, and game preferences/uses
(Yee’s motivation play scale) were collected in both studies .
TEIQue (short version) 30 items , 7 point scale
Heuristics for designing
enjoyable user interfaces:
Lessons from computer games, Malone (1982)
Such as challenge (goal, uncertain outcome),
fantasy,
curiosity (audiovisual effect, new
information when previous
knowledge is not adequate).
Motivations for MMORPGs
Bartle’s 4 player types
Bartle analysing MMORPGs categorised gamers into:
1. killers (gamers who provoke or impose on others)
2. achievers (competitive gamers)
3. explorers (exploring the game world and game
mechanics)
4. socialisers (being interested in relationships and
communication)
Yee’s motivation scale
(based on Bartle’s player types 1996)
Achievement Social Immersion
Advancement Socializing Discovery
Mechanics Relationship Role-Playing
Competition Teamwork Customization
Escapism
Study 1 : small scale survey
N=114: gamers who play multiple genres:
73.7% playing more than one type of games including
action/adventure, strategy, role-playing, and casual/arcade
games (e.g., Grand Theft Auto, Fifa, Diablo, Minecraft, Sims,
WoW, Angry Birds, Solitaire)
72.8% were European and 23% North American
54% male; 46% female
Mean age=30.8, SD=12.3
Data on game preferences: frequently played games,
location, frequency and duration of gaming, and reasons for
gaming
Results: Study 1
• correlational analysis indicated that gamers with higher
trait EI tended to game less hours per week
(r=-.311, p<.001).
• the older the gamers, the less hours spent on gaming
(r=-.310, p<.001).
• no gender differences in trait EI
(t=-.89, df=111, p=.370, NS)
• In terms of the location of gaming, most participants
prefer to game at home (83% of male and 69% of female;
27% of female game either on-the-go or both home and
on-the-go).
Male and Female gamers display
similar patterns
• Both involved in a variety of games
• play frequently and persistently
• both at home and on-the-go, and
• have similar emotion-related characteristics.
• game less frequently as they grow up and prefer
easily implemented, flexible, challenging games that
integrate storyline elements and promote thinking
skills.
• Similar patterns of gaming between male and female
gamers as found elsewhere (L. McLean et al., 2013)
• Reasons for playing games: perception of gaming as
being integrated in everyday life, as an escape from
reality, and social interaction and enjoyment.
Study 2: Large scale survey
N=1042 American (N=545, Male: 515) and European
(N=497, Male: 487), 16-25 years old, high-end gamers
of World of Warcraft.
Why high-end ? By being systematically involved in gaming,
high-end gamers can illuminate the key design principles
underlying long-term involvement in gaming and inform the
design of games that reinforce persistent use.
All game daily, 3 to 5 hours a day.
Game preferences referred to in-game choices as measured
by Yee’s Motivation of Play scale
Results Study 2: comparisons
between US and European samples
• No SD in game frequency and duration of gaming between
European and American gamers.
• SD were found in trait EI; American trait EI scores (t=4.19. df=
1040, p <0.001) (M=4.92, SD=.85) were higher than European (M=
4.70, SD=.79).
• In terms of game preferences as measured by Yee’s Motivation of
Play scale, American gamers with greater interest in achievement
practices were found to have lower scores on global trait EI (r = -
.149, p <.001), well-being (r = -.115, p<.001), self-control (r =-.173,
p<.001) and emotionality (r =-.162, p<.001).
• No correlations for sociability (r = -.006, p<.001. NS).
• American gamers with greater interest in social practices
presented higher scores in global trait EI (r = .185, p<.001), well-
being (r =.189, p<.001), emotionality (r =.224, p<.001) and
sociability (r =.142, p<.001).
Results from study 2:
cultural differences
Nationality: SD in trait EI and game preferences were
found between Americans and Europeans.
Gamers’ preferences for play were found to be culturally
bound; American gamers were more interested in
achievement practices (competition and in-game
advancement).
In contrast European gamers were found to be more
interested in social practices, including socializing,
group work and the creation of emotional bonds.
Immersive practices including role-playing, exploration,
discovery and escapism are practices of general interest
to gamers.
Further results from study 2
individuals with higher emotional self-perceptions spend
less time gaming (and more social practices).
Americans with lower scores on trait EI were more
interested in achievement practices. (not Europeans)
Americans were found to perceive themselves as having
higher trait EI scores compared to Europeans.
The within-groups analysis of trait EI scores confirmed
previous studies on the role of trait EI in gaming
indicating that gamers’ emotional characteristics should
be considered when designing games.
This paper adds insight to gamers’
taxonomies derived by Bartle and Yee.
Specifically, Bartle’s and Yee’s ‘socialisers’ are
described as individuals who score high in emotional
intelligence; they are emotionally and socially aware and
look for game experiences where they can express these
personality characteristics.
Bartle’s killers and achievers (Yee’s achievers) are
described as less emotionally and socially aware
individuals who look for less social game experiences
such as imposing and competing others.
Conclusions
Findings suggest that games should adapt to
gamers’ personality orientation by providing
gameplay choices that satisfy both socially-
oriented and achievement-oriented gamers
The socio-emotional aspects of human
behaviour should not be neglected in usability
and playability procedures:
gamers are more likely to become immersed in
gameplay when it presents features
that align well with their emotional
characteristics and game preferences.
In sum
Our paper stresses the need to bring to the forefront the
social and emotional aspects of usability as a means to
design enjoyable player- centered game experiences.
This work questions the validity of those HCI approaches
generalizing usability principles and heuristics to the
universe of gamers assuming that they comprise a
homogenous population’.
Our findings strongly support the consideration of
specific individual characteristics to the design of player-
centred game experiences.

More Related Content

What's hot

Identity in the Virtual World Presentation
Identity in the Virtual World PresentationIdentity in the Virtual World Presentation
Identity in the Virtual World Presentation
emmarhepburn
 
Matthew Croak MS2009
Matthew Croak MS2009Matthew Croak MS2009
Matthew Croak MS2009
Matthew Croak
 
Violence In Video Games
Violence In Video GamesViolence In Video Games
Violence In Video Games
MilkStealer1
 
Violence In Video Games
Violence In Video GamesViolence In Video Games
Violence In Video Games
MilkStealer1
 
Video games and audience
Video games and audienceVideo games and audience
Video games and audience
HeworthMedia1
 
Video games - Megan
Video games - MeganVideo games - Megan
Video games - Megan
megg16
 
WhyGamesAreFunWhyEducatorsShouldCare
WhyGamesAreFunWhyEducatorsShouldCareWhyGamesAreFunWhyEducatorsShouldCare
WhyGamesAreFunWhyEducatorsShouldCare
Todd Vercoe, M.A.
 
Collectible card games as learning tools
Collectible card games as learning toolsCollectible card games as learning tools
Collectible card games as learning tools
selenay
 

What's hot (17)

Identity in the Virtual World Presentation
Identity in the Virtual World PresentationIdentity in the Virtual World Presentation
Identity in the Virtual World Presentation
 
Matthew Croak MS2009
Matthew Croak MS2009Matthew Croak MS2009
Matthew Croak MS2009
 
Gamec Theory
Gamec TheoryGamec Theory
Gamec Theory
 
Violence In Video Games
Violence In Video GamesViolence In Video Games
Violence In Video Games
 
Enjeu d'apprentissage et jeu de la connaissance
Enjeu d'apprentissage et jeu de la connaissanceEnjeu d'apprentissage et jeu de la connaissance
Enjeu d'apprentissage et jeu de la connaissance
 
Violence In Video Games
Violence In Video GamesViolence In Video Games
Violence In Video Games
 
GamingConference_2014
GamingConference_2014GamingConference_2014
GamingConference_2014
 
Video games and audience
Video games and audienceVideo games and audience
Video games and audience
 
Violence in video games
Violence in video gamesViolence in video games
Violence in video games
 
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...
 
A Psychological Approach to Video Game Enjoyment
A Psychological Approach to Video Game EnjoymentA Psychological Approach to Video Game Enjoyment
A Psychological Approach to Video Game Enjoyment
 
Video games - Megan
Video games - MeganVideo games - Megan
Video games - Megan
 
WhyGamesAreFunWhyEducatorsShouldCare
WhyGamesAreFunWhyEducatorsShouldCareWhyGamesAreFunWhyEducatorsShouldCare
WhyGamesAreFunWhyEducatorsShouldCare
 
Collectible card games as learning tools
Collectible card games as learning toolsCollectible card games as learning tools
Collectible card games as learning tools
 
Game Theory Strategic Decision Making
Game Theory Strategic Decision MakingGame Theory Strategic Decision Making
Game Theory Strategic Decision Making
 
History of gaming and gaming daily activities associated with nightmares
History of gaming and gaming daily activities associated with nightmaresHistory of gaming and gaming daily activities associated with nightmares
History of gaming and gaming daily activities associated with nightmares
 
Video games as nightmare protection
Video games as nightmare protectionVideo games as nightmare protection
Video games as nightmare protection
 

Similar to What characteristics of gamers’ profile should be taken into account in player- centred game design?

Gender Differences in Digital Literacy Games: Efficacy, Strategies, Experienc...
Gender Differences in Digital Literacy Games: Efficacy, Strategies, Experienc...Gender Differences in Digital Literacy Games: Efficacy, Strategies, Experienc...
Gender Differences in Digital Literacy Games: Efficacy, Strategies, Experienc...
ADVANCE-Purdue
 
traditional games
traditional gamestraditional games
traditional games
Mrope Sady
 
Player Motivations CISGAME 401
Player Motivations CISGAME 401Player Motivations CISGAME 401
Player Motivations CISGAME 401
Chaffey College
 
What Are Game Studies
What Are Game StudiesWhat Are Game Studies
What Are Game Studies
TRowlands
 
httppss.sagepub.comPsychological Science httppss.docx
 httppss.sagepub.comPsychological Science httppss.docx httppss.sagepub.comPsychological Science httppss.docx
httppss.sagepub.comPsychological Science httppss.docx
MARRY7
 

Similar to What characteristics of gamers’ profile should be taken into account in player- centred game design? (20)

Cognitive Evaluation of Video Games: Players' Perceptions
Cognitive Evaluation of Video Games: Players' Perceptions Cognitive Evaluation of Video Games: Players' Perceptions
Cognitive Evaluation of Video Games: Players' Perceptions
 
Online Game And U&G Theory
Online Game And U&G TheoryOnline Game And U&G Theory
Online Game And U&G Theory
 
Dissertaion PosterFINAL
Dissertaion PosterFINALDissertaion PosterFINAL
Dissertaion PosterFINAL
 
Gender Differences in Digital Literacy Games: Efficacy, Strategies, Experienc...
Gender Differences in Digital Literacy Games: Efficacy, Strategies, Experienc...Gender Differences in Digital Literacy Games: Efficacy, Strategies, Experienc...
Gender Differences in Digital Literacy Games: Efficacy, Strategies, Experienc...
 
Video Games: Motivation...
Video Games: Motivation...Video Games: Motivation...
Video Games: Motivation...
 
traditional games
traditional gamestraditional games
traditional games
 
Game-Based Research: Implementing brand health and satisfaction tracking usin...
Game-Based Research: Implementing brand health and satisfaction tracking usin...Game-Based Research: Implementing brand health and satisfaction tracking usin...
Game-Based Research: Implementing brand health and satisfaction tracking usin...
 
Treatment considerations internet gaming
Treatment considerations internet gamingTreatment considerations internet gaming
Treatment considerations internet gaming
 
Game theory
Game theoryGame theory
Game theory
 
Research proposal
Research proposal Research proposal
Research proposal
 
Female Casual Gamer Study
Female Casual Gamer StudyFemale Casual Gamer Study
Female Casual Gamer Study
 
Qualitative Research on Computer Gaming (Practical Research 1)
Qualitative Research on Computer Gaming (Practical Research 1)Qualitative Research on Computer Gaming (Practical Research 1)
Qualitative Research on Computer Gaming (Practical Research 1)
 
Chapter 02 GAME 100
Chapter 02 GAME 100Chapter 02 GAME 100
Chapter 02 GAME 100
 
Player Motivations CISGAME 401
Player Motivations CISGAME 401Player Motivations CISGAME 401
Player Motivations CISGAME 401
 
Digital Games as Empathy Machines -
Digital Games as Empathy Machines - Digital Games as Empathy Machines -
Digital Games as Empathy Machines -
 
What Are Game Studies
What Are Game StudiesWhat Are Game Studies
What Are Game Studies
 
The Psychology of the Player & Game Character Design and Representation by Sh...
The Psychology of the Player & Game Character Design and Representation by Sh...The Psychology of the Player & Game Character Design and Representation by Sh...
The Psychology of the Player & Game Character Design and Representation by Sh...
 
httppss.sagepub.comPsychological Science httppss.docx
 httppss.sagepub.comPsychological Science httppss.docx httppss.sagepub.comPsychological Science httppss.docx
httppss.sagepub.comPsychological Science httppss.docx
 
Study of relationship between the games and the aggression in people lifestyle
Study of relationship between the games and the aggression in people lifestyleStudy of relationship between the games and the aggression in people lifestyle
Study of relationship between the games and the aggression in people lifestyle
 
SWPA poster
SWPA posterSWPA poster
SWPA poster
 

More from Thea24

More from Thea24 (7)

Learning_Science_technology_40years_openuniversity_2018
Learning_Science_technology_40years_openuniversity_2018Learning_Science_technology_40years_openuniversity_2018
Learning_Science_technology_40years_openuniversity_2018
 
Herodotou AERA symposium 2018
Herodotou AERA symposium 2018Herodotou AERA symposium 2018
Herodotou AERA symposium 2018
 
Herodotou ECSA2018 cit_inquiry
Herodotou ECSA2018 cit_inquiryHerodotou ECSA2018 cit_inquiry
Herodotou ECSA2018 cit_inquiry
 
Herodotou_citizen science_20-11_17
Herodotou_citizen science_20-11_17Herodotou_citizen science_20-11_17
Herodotou_citizen science_20-11_17
 
Herodotou @nhm_london 6_6_17
Herodotou @nhm_london 6_6_17Herodotou @nhm_london 6_6_17
Herodotou @nhm_london 6_6_17
 
Lak2017 Herodotou, Christothea
Lak2017 Herodotou, ChristotheaLak2017 Herodotou, Christothea
Lak2017 Herodotou, Christothea
 
Addressing the retention gap in MOOCs
Addressing the retention gap in MOOCsAddressing the retention gap in MOOCs
Addressing the retention gap in MOOCs
 

Recently uploaded

Histor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slideHistor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slide
vu2urc
 

Recently uploaded (20)

Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptxFactors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
 
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law DevelopmentsTrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
 
Advantages of Hiring UIUX Design Service Providers for Your Business
Advantages of Hiring UIUX Design Service Providers for Your BusinessAdvantages of Hiring UIUX Design Service Providers for Your Business
Advantages of Hiring UIUX Design Service Providers for Your Business
 
Automating Google Workspace (GWS) & more with Apps Script
Automating Google Workspace (GWS) & more with Apps ScriptAutomating Google Workspace (GWS) & more with Apps Script
Automating Google Workspace (GWS) & more with Apps Script
 
How to convert PDF to text with Nanonets
How to convert PDF to text with NanonetsHow to convert PDF to text with Nanonets
How to convert PDF to text with Nanonets
 
08448380779 Call Girls In Diplomatic Enclave Women Seeking Men
08448380779 Call Girls In Diplomatic Enclave Women Seeking Men08448380779 Call Girls In Diplomatic Enclave Women Seeking Men
08448380779 Call Girls In Diplomatic Enclave Women Seeking Men
 
What Are The Drone Anti-jamming Systems Technology?
What Are The Drone Anti-jamming Systems Technology?What Are The Drone Anti-jamming Systems Technology?
What Are The Drone Anti-jamming Systems Technology?
 
GenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day PresentationGenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day Presentation
 
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonData Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt Robison
 
Slack Application Development 101 Slides
Slack Application Development 101 SlidesSlack Application Development 101 Slides
Slack Application Development 101 Slides
 
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
 
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdfThe Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
 
A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)
 
Powerful Google developer tools for immediate impact! (2023-24 C)
Powerful Google developer tools for immediate impact! (2023-24 C)Powerful Google developer tools for immediate impact! (2023-24 C)
Powerful Google developer tools for immediate impact! (2023-24 C)
 
Boost PC performance: How more available memory can improve productivity
Boost PC performance: How more available memory can improve productivityBoost PC performance: How more available memory can improve productivity
Boost PC performance: How more available memory can improve productivity
 
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
 
Histor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slideHistor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slide
 
Driving Behavioral Change for Information Management through Data-Driven Gree...
Driving Behavioral Change for Information Management through Data-Driven Gree...Driving Behavioral Change for Information Management through Data-Driven Gree...
Driving Behavioral Change for Information Management through Data-Driven Gree...
 
Scaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationScaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organization
 
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
 

What characteristics of gamers’ profile should be taken into account in player- centred game design?

  • 1. What characteristics of gamers’ profile should be taken into account in player- centred game design? Maria Kambouri Institute of Education, University College London Christothea Herodotou, The Open University and Niall Winters, University of Oxford iLRN, Prague July 14th 2015
  • 2. Gamers are not a homogeneous population recent game demographics show that, alongside the traditional profile of the ‘hardcore’ gamer, casual gaming has become important 56% of gamers, male and 44% female. The most frequent female gamer is on average 43 years old while the male gamer is aged 35. the top three types of games played are social games action games and then puzzle/board/card games. more than half of the US population (>150 million) and almost 44% of Europeans are gaming. ESA (entertainment software association) 2015 report (US)
  • 3. Usability in terms of playability and player-centered design. Febretti et al. (2009) proposed a distinction between the terms ‘usability’ and ‘playability’ and identified that playability factors such as social interaction, challenge, concentration, immersion, player ability, objectives, feedback, and control, foster or inhibit long-term game engagement SO : we wanted to examine players’ socio- emotional personality characteristics and how these might relate to certain game preferences (e.g., choice of certain games, nature of gameplay, in-game actions) We propose to use a personality theory that could assist in exemplifying the gamers’ profile.
  • 4. Games are not simply ‘software’ Considering that games directly relate to the experience of gaming (by producing feelings of fun and enjoyment) and game interaction, the concept of playability has been introduced to evaluate usability for games. (Malone, 1982, Fabricote et al. 2002, Sánchez, et.al 2009, )
  • 5. Trait Emotional Intelligence (Petrides and Fernham) refers to’ individuals’ self-perceived emotion-related abilities and behaviour dispositions’. It is a construct measuring emotional intelligence and its four components: • Well-being – Individuals with high scores feel happiness, fulfilment, and well-being, • Emotionality – Individuals with high scores believe they have a wide range of emotion-related skills that can use to develop and sustain close emotional relationships, • Sociability – Individuals with high scores believe they can interact and communicate better within diverse social contexts (social influence and interaction in conditions other than family and personal relationships), and • Self-control – Individuals with high scores believe they can control their urges and desires and regulate stress
  • 7. Our previous research The concept of trait EI has been deployed in this study due to its relationship to gamers’ preferences for play and persistence of gaming. Game preferences were found to match with the gamers’ trait EI indicating that gamers are more likely to choose game practices that accord with their personality characteristics. Present studies investigate which characteristics of the gamers’ profile inform player-centered usability design.
  • 8. Research Design: data from 2 studies Study 1: A short-scale study examining general game use and Study 2: The gamers’ use of a specific game – World of Warcraft WoW is a PAY To PLAY MMORPG (Massively Multiplayer online role- play game Data for gender, age, ethnicity, trait EI, and game preferences/uses (Yee’s motivation play scale) were collected in both studies . TEIQue (short version) 30 items , 7 point scale
  • 9. Heuristics for designing enjoyable user interfaces: Lessons from computer games, Malone (1982) Such as challenge (goal, uncertain outcome), fantasy, curiosity (audiovisual effect, new information when previous knowledge is not adequate).
  • 10. Motivations for MMORPGs Bartle’s 4 player types Bartle analysing MMORPGs categorised gamers into: 1. killers (gamers who provoke or impose on others) 2. achievers (competitive gamers) 3. explorers (exploring the game world and game mechanics) 4. socialisers (being interested in relationships and communication)
  • 11. Yee’s motivation scale (based on Bartle’s player types 1996) Achievement Social Immersion Advancement Socializing Discovery Mechanics Relationship Role-Playing Competition Teamwork Customization Escapism
  • 12. Study 1 : small scale survey N=114: gamers who play multiple genres: 73.7% playing more than one type of games including action/adventure, strategy, role-playing, and casual/arcade games (e.g., Grand Theft Auto, Fifa, Diablo, Minecraft, Sims, WoW, Angry Birds, Solitaire) 72.8% were European and 23% North American 54% male; 46% female Mean age=30.8, SD=12.3 Data on game preferences: frequently played games, location, frequency and duration of gaming, and reasons for gaming
  • 13. Results: Study 1 • correlational analysis indicated that gamers with higher trait EI tended to game less hours per week (r=-.311, p<.001). • the older the gamers, the less hours spent on gaming (r=-.310, p<.001). • no gender differences in trait EI (t=-.89, df=111, p=.370, NS) • In terms of the location of gaming, most participants prefer to game at home (83% of male and 69% of female; 27% of female game either on-the-go or both home and on-the-go).
  • 14. Male and Female gamers display similar patterns • Both involved in a variety of games • play frequently and persistently • both at home and on-the-go, and • have similar emotion-related characteristics. • game less frequently as they grow up and prefer easily implemented, flexible, challenging games that integrate storyline elements and promote thinking skills. • Similar patterns of gaming between male and female gamers as found elsewhere (L. McLean et al., 2013) • Reasons for playing games: perception of gaming as being integrated in everyday life, as an escape from reality, and social interaction and enjoyment.
  • 15. Study 2: Large scale survey N=1042 American (N=545, Male: 515) and European (N=497, Male: 487), 16-25 years old, high-end gamers of World of Warcraft. Why high-end ? By being systematically involved in gaming, high-end gamers can illuminate the key design principles underlying long-term involvement in gaming and inform the design of games that reinforce persistent use. All game daily, 3 to 5 hours a day. Game preferences referred to in-game choices as measured by Yee’s Motivation of Play scale
  • 16. Results Study 2: comparisons between US and European samples • No SD in game frequency and duration of gaming between European and American gamers. • SD were found in trait EI; American trait EI scores (t=4.19. df= 1040, p <0.001) (M=4.92, SD=.85) were higher than European (M= 4.70, SD=.79). • In terms of game preferences as measured by Yee’s Motivation of Play scale, American gamers with greater interest in achievement practices were found to have lower scores on global trait EI (r = - .149, p <.001), well-being (r = -.115, p<.001), self-control (r =-.173, p<.001) and emotionality (r =-.162, p<.001). • No correlations for sociability (r = -.006, p<.001. NS). • American gamers with greater interest in social practices presented higher scores in global trait EI (r = .185, p<.001), well- being (r =.189, p<.001), emotionality (r =.224, p<.001) and sociability (r =.142, p<.001).
  • 17. Results from study 2: cultural differences Nationality: SD in trait EI and game preferences were found between Americans and Europeans. Gamers’ preferences for play were found to be culturally bound; American gamers were more interested in achievement practices (competition and in-game advancement). In contrast European gamers were found to be more interested in social practices, including socializing, group work and the creation of emotional bonds. Immersive practices including role-playing, exploration, discovery and escapism are practices of general interest to gamers.
  • 18. Further results from study 2 individuals with higher emotional self-perceptions spend less time gaming (and more social practices). Americans with lower scores on trait EI were more interested in achievement practices. (not Europeans) Americans were found to perceive themselves as having higher trait EI scores compared to Europeans. The within-groups analysis of trait EI scores confirmed previous studies on the role of trait EI in gaming indicating that gamers’ emotional characteristics should be considered when designing games.
  • 19. This paper adds insight to gamers’ taxonomies derived by Bartle and Yee. Specifically, Bartle’s and Yee’s ‘socialisers’ are described as individuals who score high in emotional intelligence; they are emotionally and socially aware and look for game experiences where they can express these personality characteristics. Bartle’s killers and achievers (Yee’s achievers) are described as less emotionally and socially aware individuals who look for less social game experiences such as imposing and competing others.
  • 20. Conclusions Findings suggest that games should adapt to gamers’ personality orientation by providing gameplay choices that satisfy both socially- oriented and achievement-oriented gamers The socio-emotional aspects of human behaviour should not be neglected in usability and playability procedures: gamers are more likely to become immersed in gameplay when it presents features that align well with their emotional characteristics and game preferences.
  • 21. In sum Our paper stresses the need to bring to the forefront the social and emotional aspects of usability as a means to design enjoyable player- centered game experiences. This work questions the validity of those HCI approaches generalizing usability principles and heuristics to the universe of gamers assuming that they comprise a homogenous population’. Our findings strongly support the consideration of specific individual characteristics to the design of player- centred game experiences.

Editor's Notes

  1. (given that usability problems are few and easily overcome).
  2. This evidence suggests that designing games specifically for women might not be of use due to similar profiles and patterns of use between male and female gamers
  3. Self-selected through websites