myers-briggs typology and gamers. the model in brief four pairs of traits: – extraversion vs...
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Myers-Briggs Typology and Gamers
The Model in Brief
• Four pairs of traits:– Extraversion vs Introversion (E vs I), (50-50)– Sensing vs Intuition (S vs N), (70-30)– Thinking vs Feeling (T vs F), (50-50), (60 M - 70 F)– Judging vs Perceiving (J vs P), (55-45)
• Sixteen Types:– ISTJ, ISFJ, INFJ, INTJ, ISTP, ISFP, INFP, INTP– ESTP, ESFP, ENFP, ENTP, ESTJ, ESFJ, ENFJ, ENTJ
How Games Are Played
E• Play when they are bored• Enjoy games in a social
situation• Sharing the gameplay (”pad
passing”)
I• Play as a willing preference• Playing for long periods on
their own• Majority of games are
played by I-types
Hint: E-type gamers should not underestimated (e.g. Dance Dance Revolution’s success)
Learning and Problem Solving
S• Patient with routine
material• Need linear exercises to
learn controls etc.
N• Patient with abstract or
complex material• Can intuit controls and
mechanics on their own
Hint: A good tutorial environment is designed to be approached from both the routine exercise angle and the learn-by-experimentation method
Hint: Use intuition puzzles for secondary rewards
Motivation
T• Learn best when given clear
objective goals and rationales
• Games mostly rely on T-types
F• Respond best when
receiving personal encouragement
Hint: Incorporate design elements that reflect the needs of F-types
Goal-Orientation
J• Tend towards strong goal-
orientation• Play to complete goals• Prefer games they can
definitely complete
P• Tend towards process-
orientation• Play to improve their
abilities• Prefer games with no clear
end condition
Hint: The most appropriate game structures for a mass market are those in which players can pick and choose what they are going to do, but must complete a proportion of the material to progress and complete the game
Challenge vs Fun (TJ vs FP)
• The Sims is the best selling all-time PC game• The only significant FP-style game• Very few FP-style people in the business
• The problem is:– Without sufficient marketing games have difficulty
reaching mass market with Hardcore evangelization (and they are mostly T-biased even if they are not J-biased)
The DGD1 Demographic Model
The Research
• DGD1 = Demographic Game Design 1• Developed by iHobo• Groundwork, two components:– 32 question Myers-Briggs personality test– Short questionnaire to determine game
purchasing and playing habits
• Got a good mix between hardcore and casual players for the survey
Conqueror (TJ)
H1• Mainly INTJ, ISTJ• Want to 100% complete games• Want to see and do everything• Competition against themselves• Action, RPG
C1• Mainly ISTJ• Mostly interested in competition
and winning• Interpersonal competition• Want to humiliate/crush
opponents• FPS, racing games
Style of play:
Progess: Rapid AdvancementStory: Plot or IrrelevantSocial: Online
Manager (TP)
H2• Maily INTP, ISTP• Strategy, adventure• Likely to stop if game is too
difficult• Want to master a game
C2• Mainly ISTP• Less intuive -> more comfortable
with familiar settings• Realism, construction &
management
Style of play:
Progess: SteadyStory: PlotSocial: None?
Wanderer (FP)
H3• Mainly INFP• Most intuitive of all groups• Show interest in finesse• Play a lot, but often consider games
too hard• Story + setting important• But also like puzzle games if they get
an experience they enjoy
C3• Mainly ENFP• Same taste but less gameliterate than
H3• Need their games supremely easy• Find one game and play it a lot (as
not many games are made for them)
Style of play:
Progess: New ToysStory: Character/EmotionSocial: Talk about what they like
Participant (FJ)
H4• Mainly ESFJ?• Largest group in population• Very little about them• RPG, the closest they could find
in a game they would like• Competitiveness not desired
C4• Mainly ESFJ?• Largest group in population• Very little about them• Co-op games, competitive
multiplayer games• Social play
Style of play:
Progess: NarrativeStory: Character/EmotionSocial: Multiplayer
Psychological Profiling:Entering the Mind of
the Game Player
Two case studies
• CSI: Dark Motives• The Simpsons: Hit & Run
CSI: Dark Motives• Disagreements about the ”optimum feature set”,
(needed to know the target audience)• Used Myers-Briggs Type Indicator• Matched the expected types of gamers with the
MB typologies• Result:– Clear understanding of the intended audience– Made it easier to put their interests first– Design considerations could be evaluated– New tutorial level made for all the S-types in the
target audience
Simpsons: Hit & Run
• First phase: Pure brainstorming session• Second phase: Create a ”design filter” based on
consumer profiling • Third phase: Apply the filter on the brainstorm
ideas to get a manageable feature set• Result:– Cut out dozens of ideas that did not focus on meeting
the demands of the intended audience– Had a workable design feature set within the
proposed production schedule