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abstract

Player Types of Gamers: Critical Evaluation

Published: 02 May 2019 Publication History

Abstract

The following extended abstract describes a research plan for and preliminary findings of a dissertation thesis on player types. The described four studies aim to answer to questions of what player types are, how it is possible to improve such categorizations, and whether player typologies based on self-reports can be validated by emotional responses during playing.

References

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Iftekhar Ahmed, Amogh Mahapatra, Marshall Scott Poole, Jaideep Srivastava, and Channing Brown. 2014. Identifying a Typology of Players Based on Longitudinal Game Data. In Predicting Real World Behaviors from Virtual World Data, Muhammad Aurangzeb Ahmad, Cuihua Shen, Jaideep Srivastava, Noshir Contractor (Eds.). Springer International Publishing, Cham, Switzerland, 103--115.
[2]
Chris Bateman, Rebecca Lowenhaupt, and Lennart E. Nacke. 2011. Player typology in theory and practice. In Proceedings of the 2011 DiGRA International Conference: Think Design Play (DiGRA '11).
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Richard Bartle. 1996. Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 1 (Jun. 1996), 19.
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Mia Consalvo. 2009. Hardcore casual: game culture Return(s) to Ravenhearst. In Proceedings of the 4th International Conference on Foundations of Digital Games (FDG '09). 50--54.
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Anders Drachen, Alessandro Canossa, and Georgios N. Yannakakis. 2009. Player modeling using self-organization in Tomb Raider: Underworld. In 2009 IEEE Symposium on Computational Intelligence and Games (CIG 2009). 1--8.
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M. D. Griffiths, M. N. O. Davies, and D. Chappell. 2004. Online computer gaming: a comparison of adolescent and adult gamers. Journal of adolescence, 27, 1 (Feb. 2004), 87--96.
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Juho Hamari and Janne Tuunanen. 2014. Player types: A meta-synthesis. Transactions of the Digital Games Research Association, 1, 2, 29--53.
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Jussi Kuittinen, Annakaisa Kultima, Johannes Niemelä, and Janne Paavilainen. 2007. Casual games discussion. In Proceedings of the 2007 conference on Future Play (Future Play '07). 105--112.
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Nicole Lazzaro. 2004. Why we play games: Four keys to more emotion without story. (March 2004). Retrieved June 22, 2017 from http://xeodesign.com/xeodesign_whyweplaygames.pdf.
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Jamie Madigan. 2016. Things I Wish Game Researchers Would Do (Or Do More): A View from an Occasional Scientist and Hardcore Gamer. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '16). 1--1.
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Melissa Terlecki, Jennifer Brown, Lindsey Harner-Steciw, John Irvin-Hannum, Nora Marchetto-Ryan, Linda Ruhl, and Jennifer Wiggins. 2011. Sex differences and similarities in video game experience, preferences, and self-efficacy: Implications for the gaming industry. Current Psychology, 30, 1 (Mar. 2011), 22--33.
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Fan-Chen Tseng. 2011. Segmenting online gamers by motivation. Expert Systems with Applications, 38, 6 (Jun. 2011), 7693--7697.
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Jukka Vahlo, Johanna K. Kaakinen, Suvi K. Holm, and Aki Koponen. Digital Game Dynamics Preferences and Player Types. Journal of Computer-Mediated Communication, 22, 2 (Mar. 2017), 88--103.
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Leo Sang-Min Whang and Geunyoung Chang. 2004. Lifestyles of virtual world residents: Living in the on-line game "Lineage". CyberPsychology & behavior, 7, 5 (Oct. 2004), 592--600.
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Nick Yee. 2006. Motivations for Play in Online Games. Journal of CyberPsychology & behavior, 9, 6 (Dec. 2006), 772775.
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Nick Yee, Nicolas Ducheneaut, and Les Nelson. 2012. Online gaming motivations scale: development and validation. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '12). 2803--2806.

Cited By

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  • (2024) The player traits and gratifications of casual and hardcore players in Harry Potter: Wizards Unite , Ingress , and Pokémon GO Behaviour & Information Technology10.1080/0144929X.2024.2345293(1-24)Online publication date: 26-Apr-2024
  • (2023)Serious Games in Digital Gaming: A Comprehensive Review of Applications, Game Engines and AdvancementsWSEAS TRANSACTIONS ON COMPUTER RESEARCH10.37394/232018.2023.11.211(10-22)Online publication date: 22-Mar-2023

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cover image ACM Conferences
CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
May 2019
3673 pages
ISBN:9781450359719
DOI:10.1145/3290607
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Published: 02 May 2019

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  1. emotions
  2. games
  3. psychology
  4. user studies

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View all
  • (2024) The player traits and gratifications of casual and hardcore players in Harry Potter: Wizards Unite , Ingress , and Pokémon GO Behaviour & Information Technology10.1080/0144929X.2024.2345293(1-24)Online publication date: 26-Apr-2024
  • (2023)Serious Games in Digital Gaming: A Comprehensive Review of Applications, Game Engines and AdvancementsWSEAS TRANSACTIONS ON COMPUTER RESEARCH10.37394/232018.2023.11.211(10-22)Online publication date: 22-Mar-2023

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