ABSTRACT
With the rise of Gamification, the boundaries between play and games on the one hand, and everyday life on the other are being challenged, and as a result game play is entering the realm of everyday life. We believe that with the breakdown of this dichotomy and with the increasing presence of game elements in everyday life in the form of Gamification, there are more factors such as users intrinsic motivation, agenda, learning preferences and personality that should be considered in the design of gamified systems. In this paper, we investigate the relationship between player types, and personality types and traits. By way of investigating pre-existing player type models as well as personality traits and types models, we have identified possible relationships between these two areas of research, and in that, between the realm of games, and the realm of the everyday. As a result, we propose a table identifying these possible relationships between player types, personality types and traits, and game elements and game mechanics and discuss how this connection may impact the design of gamified systems and offer insight towards more user orientated design objectives.
- Anderson, N. 1968. Likableness ratings of 555 personality-trait words. Journal of Personality and Social Psychology. 9, (1968), 272--279.Google Scholar
- Bartle, R. A. 2004. Designing virtual worlds. New Riders. Google ScholarDigital Library
- Bartle, R. A. 2003. Hearts, clubs, diamonds, spades: players who suit MUDs. 1996. The Game Design Reader: A Rules of Play anthology. (2003), 754--787.Google Scholar
- Bateman, C. M. and Boon, R. 2006. 21st century game design. Charles River Media.Google Scholar
- Bausinger, H. 2000. Kleine Feste im Alltag: Zur Bedeutung des Fußballs. Schlicht, W. &. (2000).Google Scholar
- Berecz, J. M. 2009. Theories of personality: a zonal perspective. Pearson/Allyn & Bacon.Google Scholar
- BrainHex: http://blog.brainhex.com/. Accessed: 2013-06-22.Google Scholar
- Burton, L. J., Westen, D. and Kowalski, R. M. 2008. Psychology: Australian and New Zealand Edition. John Wiley & Sons Australia, Limited.Google Scholar
- Caillois, R. 1961. Man, Play, and Games. University of Illinois Press.Google Scholar
- Cattell, H. E. P. 2004. The Sixteen Personality Factor (16PF) Questionnaire. Comprehensive Handbook of Psychological Assessment, Personality Assessment. 2, (2004), 39.Google Scholar
- Costa, P. T. and McCrae, R. R. 1992. Revised neo personality inventory (neo pi-r) and neo five-factor inventory (neo-ffi). Psychological Assessment Resources Odessa, FL.Google Scholar
- Crowne, D. P. 2009. Personality theory. Oxford University Press.Google Scholar
- Deci, E. L. and Ryan, R. M. 2002. Handbook of Self-determination Research. University Rochester Press.Google Scholar
- Deterding, S., Dixon, D., Khaled, R. and Nacke, L. 2011. From game design elements to gamefulness: defining "gamification." Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (New York, NY, USA, 2011), 9--15. Google ScholarDigital Library
- Dumas, J. E., Johnson, M. and Lynch, A. M. 2002. Likableness, familiarity, and frequency of 844 person-descriptive words. Personality and Individual Differences. 32, 3 (Feb. 2002), 523--531.Google ScholarCross Ref
- Eysenck, H. J. 1970. The Biological Basis of Personality. Transaction Publishers.Google Scholar
- Facets: 5 Motivation Factors for Why People Play MMORPG's: http://www.nickyee.com/facets/5motiva.html. Accessed: 2013-06-23.Google Scholar
- Ferro, L. S. and Walz, S. P. 2013. Like this: How game elements in social media and collaboration are changing the flow of information. (2013).Google Scholar
- Fritz, J. 2004. Das Spiel verstehen: Eine Einführung in Theorie und Bedeutung. Beltz Juventa.Google Scholar
- Fullerton, T. 2008. Game Design Workshop: A Playcentric Approach to Creating Innovative Games. Elsevier Morgan Kaufmann.Google ScholarCross Ref
- Galton, F. 1949. The Measurement of Character. (1949).Google Scholar
- Game Mechanics: http://gamification.org/wiki/Game_Mechanics. Accessed: 2013-06-18.Google Scholar
- Goldberg, L. R. 1993. The structure of phenotypic personality traits. American psychologist. 48, 1 (1993), 26.Google Scholar
- Huizinga, J. 1971. Homo Ludens: A Study of the Play-Element in Culture. Beacon Press.Google Scholar
- John, O. P. 1990. The "Big Five" factor taxonomy: Dimensions of personality in the natural language and in questionnaires. Handbook of Personality: Theory and Research. Guilford Press.Google Scholar
- Kapp, K. M. 2012. The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. John Wiley & Sons. Google ScholarDigital Library
- Keirsey Temperament Website - Portrait of the Guardian® Supervisor (ESTJ): http://www.keirsey.com/4temps/overview_temperaments.asp. Accessed: 2013-06-23.Google Scholar
- Koster, R. 2005. A theory of fun for game design. Paraglyph Press. Google ScholarDigital Library
- Laws, R. 2002. Robin's laws of good game mastering. Steve Jackson Games.Google Scholar
- McMahon, N., Wyeth, P. and Johnson, D. 2012. Personality and player types in Fallout New Vegas. Proceedings of the 4th International Conference on Fun and Games (New York, NY, USA, 2012), 113--116. Google ScholarDigital Library
- Nacke, L. E., Bateman, C. and Mandryk, R. L. 2011. BrainHex: preliminary results from a neurobiological gamer typology survey. Proceedings of the 10th international conference on Entertainment Computing (Berlin, Heidelberg, 2011), 288--293. Google ScholarDigital Library
- Radoff, J. 2011. Game on: energize your business with social media games. Wiley Publishing, Inc.Google Scholar
- Radoff, J. 2011. Game Player Motivations.Google Scholar
- Riso, D. R. 2000. Understanding the Enneagram: The Practical Guide to Personality Types. Houghton Mifflin Harcourt.Google Scholar
- Schell, J. 2008. The art of game design a book of lenses. Elsevier/Morgan Kaufmann. Google ScholarDigital Library
- De Soto, C. B., Hamilton, M. M. and Taylor, R. B. 1985. Words, People, and Implicit Personality Theory. Social Cognition. 3, 4 (Dec. 1985), 369--382.Google ScholarCross Ref
- The Virtual Skinner Box: 2001. http://www.nickyee.com/eqt/skinner.html. Accessed: 2013-06-18.Google Scholar
- thewhartonschool 2012. Professor Kevin Werbach on Gamification: Wharton Lifelong Learning Tour.Google Scholar
- Turner, V. W. 1982. From ritual to theatre: the human seriousness of play. Performing Arts Journal Publications.Google Scholar
- Tuunanen, J. and Hamari, J. 2012. Meta-synthesis of Player Typologies. (Jun. 2012).Google Scholar
- Walz, S. P. 2010. Toward a ludic architecture: the space of play and games. ETC Press. Google ScholarDigital Library
- Wang, A. I., Øfsdahl, T. and Mørch-Storstein, O. K. 2009. Collaborative Learning Through Games -- Characteristics, Model, and Taxonomy.Google Scholar
- Wong, D. 2010. 5 Creepy Ways Video Games Are Trying to Get You Addicted. Cracked.com.Google Scholar
- Zammitto, V. 2001. Gamers' Personality and Their Gaming Preferences.Google Scholar
- Zichermann, G. 2011. Gamification by design: implementing game mechanics in web and mobile apps. O'Reilly Media. Google ScholarDigital Library
Index Terms
- Towards personalised, gamified systems: an investigation into game design, personality and player typologies
Recommendations
Designing Gameful and Ethical Experiences
DIS '16 Companion: Proceedings of the 2016 ACM Conference Companion Publication on Designing Interactive SystemsAs video games become increasingly engaging, user experience designers have begun to directly translate game elements to non-game contexts in order to create more engaging and persuading experiences. The terms gamification and gameful design, have been ...
Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience
Driving can be dangerous, especially for young and inexperienced drivers. To help address the issue of inexperience, a gamified logbook smartphone application was designed and developed for learner drivers in Queensland, Australia. The application aims ...
SIGCHI Games: The Scope of Games and Play Research at CHI
CHI EA '16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing SystemsThe games research community at CHI has become an ever-growing significant part of the conference, demonstrated by the SIGCHI-sponsored CHI PLAY conference and the inclusion of a games subcommittee at CHI 2016. Given the increase in quantity and variety ...
Comments