Article

Personality & video game genre preferences

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Abstract

This research has been conducted to ascertain whether people with certain personality types exhibit preferences for particular game genres. Four hundred and sixty-six participants completed an online survey in which they described their preference for various game genres and provided measures of personality. Personality types were measured using the five-factor model of personality. Significant relationships between personality types and game genres were found. The results are interpreted in the context of the features of particular game genres and possible matches between personality traits and these features.

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... Despite the growing importance and popularity of video games in modern life, the relationships of video game culture with social and cognitive phenotypes remain little understood. To date, most research on video games had focused on specific aspects of neuropsychological traits to video game use, such as the relationship between aggression and violent video games (Scott, 1995), the use of video games in training faster reaction times (Dye et al., 2009), and the effects of Big Five personality traits on video game preferences (Peever et al., 2012). Such work is useful for elucidating the proximate mechanisms underlying video game use but does not capture the overarching questions of how and why video game usage is involved in the larger socioevolutionary framework of play, social cognitive development, and imaginative culture. ...
... Multiple lines of evidence also suggest Big Five personality traits have a measurable impact in individual patterns of video game usage (Tabacchi et al., 2017;Wang et al., 2019;Yang et al., 2020). For example, extraversion has been positively associated with preference for party, music, and casual games, and negatively with fantasy role-playing, MMORPGs (massively multiplayer online role playing games), action role-playing, and strategy games (Peever et al., 2012). Similarly, conscientiousness has been associated with preferences for sport, racing, flight simulation, and fighting games (Peever et al., 2012), which suggests that athletic and action video game genres involve clear and identifiable goals and immediate reinforcement of achievements, and conscientiousness is associated with greater goal orientation (Colquitt and Simmering, 1998). ...
... For example, extraversion has been positively associated with preference for party, music, and casual games, and negatively with fantasy role-playing, MMORPGs (massively multiplayer online role playing games), action role-playing, and strategy games (Peever et al., 2012). Similarly, conscientiousness has been associated with preferences for sport, racing, flight simulation, and fighting games (Peever et al., 2012), which suggests that athletic and action video game genres involve clear and identifiable goals and immediate reinforcement of achievements, and conscientiousness is associated with greater goal orientation (Colquitt and Simmering, 1998). Openness to experience, a personality trait linked with creativity and imagination (McCrae, 1987), has been associated with preferences for action-adventure and platformer games (Peever et al., 2012), both of which usually involve open exploration of virtual environments and creative puzzle-solving (e.g., Legend of Zelda, Super Mario). ...
Book
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This is a collection of 21 articles published as an eBook in Frontiers in Psychology. This Research Topic aims to demonstrate that imaginative culture is an important functional part of evolved human behavior—diverse in its manifestations but unified by species-typical sets of biologically grounded motives, emotions, and cognitive dispositions. The topic encompasses four main areas of research in the evolutionary human sciences: (1) evolutionary psychology and anthropology, which have fashioned a robust model of evolved human motives organized systemically within the phases and relationships of human life history; (2) research on gene-culture coevolution, which has illuminated the mechanisms of social cognition and the transmission of cultural information; (3) the psychology of emotions and affective neuroscience, which have gained precise knowledge about the evolutionary basis and neurological character of the evolved emotions that give power to the arts, religion, and ideology; and (4) cognitive neuroscience, which has identified the Default Mode Network as the central neurological location of the human imagination. By integrating these four areas of research and by demonstrating their value in illuminating specific kinds of imaginative culture, this Research Topic aims at incorporating imaginative culture within an evolutionary conception of human nature.
... Despite the growing importance and popularity of video games in modern life, the relationships of video game culture with social and cognitive phenotypes remain little understood. To date, most research on video games had focused on specific aspects of neuropsychological traits to video game use, such as the relationship between aggression and violent video games (Scott, 1995), the use of video games in training faster reaction times (Dye et al., 2009), and the effects of Big Five personality traits on video game preferences (Peever et al., 2012). Such work is useful for elucidating the proximate mechanisms underlying video game use but does not capture the overarching questions of how and why video game usage is involved in the larger socioevolutionary framework of play, social cognitive development, and imaginative culture. ...
... Multiple lines of evidence also suggest Big Five personality traits have a measurable impact in individual patterns of video game usage (Tabacchi et al., 2017;Wang et al., 2019;Yang et al., 2020). For example, extraversion has been positively associated with preference for party, music, and casual games, and negatively with fantasy role-playing, MMORPGs (massively multiplayer online role playing games), action role-playing, and strategy games (Peever et al., 2012). Similarly, conscientiousness has been associated with preferences for sport, racing, flight simulation, and fighting games (Peever et al., 2012), which suggests that athletic and action video game genres involve clear and identifiable goals and immediate reinforcement of achievements, and conscientiousness is associated with greater goal orientation (Colquitt and Simmering, 1998). ...
... For example, extraversion has been positively associated with preference for party, music, and casual games, and negatively with fantasy role-playing, MMORPGs (massively multiplayer online role playing games), action role-playing, and strategy games (Peever et al., 2012). Similarly, conscientiousness has been associated with preferences for sport, racing, flight simulation, and fighting games (Peever et al., 2012), which suggests that athletic and action video game genres involve clear and identifiable goals and immediate reinforcement of achievements, and conscientiousness is associated with greater goal orientation (Colquitt and Simmering, 1998). Openness to experience, a personality trait linked with creativity and imagination (McCrae, 1987), has been associated with preferences for action-adventure and platformer games (Peever et al., 2012), both of which usually involve open exploration of virtual environments and creative puzzle-solving (e.g., Legend of Zelda, Super Mario). ...
Article
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Video games are popular and ubiquitous aspects of human culture, but their relationships to psychological and neurophysiological traits have yet to be analyzed in social-evolutionary frameworks. We examined the relationships of video game usage, motivations, and preferences with autistic and schizotypal traits and two aspects of neurophysiology, reaction time and targeting time. Participants completed the Autism Quotient, Schizotypal Personality Questionnaire, a Video Game Usage Questionnaire, and two neurophysiological tasks. We tested in particular the hypotheses, motivated by theory and previous work, that: (1) participants with higher autism scores would play video games more, and participants with higher schizotypy scores would play video games less; and (2) autism and positive schizotypy would be associated with opposite patterns of video game use, preferences and motivations. Females, but not males, with higher autism scores played more video games, and exhibited evidence of relatively male-typical video game genre preferences and motivations. By contrast, positive schizotypy was associated with reduced video game use in both genders, for several measures of game use frequency. In line with previous findings, males played video game more than females did overall, preferred action video games, and exhibited faster reaction and targeting times. Females preferred Puzzle and Social Simulation games. Faster reaction and targeting times were associated with gaming motives related to skill development and building behavior. These findings show that gaming use and patterns reflect aspects of psychology, and gender, related to social cognition and imagination, as well as aspects of neurophysiology. More generally, the results suggest that video game use is notably affected by levels of autistic and schizotypal traits, and that video games may provide an evolutionarily novel medium for imaginative play in which immersive play experiences can be decoupled from social interaction.
... Research on gameplay motivations has shown that players have diverse personal preferences regarding how and what they play [121,274,347]. Researchers have developed player type models [24,121,234] or gamer motivation scales [345,347] to capture the diverse styles of play exhibited by different players. ...
... Due to its ability to model individual differences and behaviours, the FFM has been often used to support research in games (e.g., [86,139,143,274,346,348]), gamification (e.g., [140,263]), and persuasive technologies (e.g., [6,115]). These works are further described in Section 2.3. ...
... They found positive correlations between agreeableness and competence; and openness to experience and autonomy; as well as a negative correlation between emotional stability and presence. Follow-up studies by Johnson et al. [144] and Peever et al. [274] also found evidence of correlations between personality traits and game gender preferences. Yee et al. [348] studied how personality traits affect player behaviour in World of Warcraft [32]. ...
Thesis
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Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications for behaviour change in areas such as health, wellness, education, customer loyalty, and employee management. However, existing research suggests that the qualities of users, such as their personality traits, preferences, or identification with a task, can influence gamification outcomes. It is important to understand how to personalize gameful systems, given how user qualities shape the gameful experience. Current evidence suggests that personalized gameful systems can lead to increased user engagement and be more effective in helping users achieve their goals than generic ones. However, to create these kinds of systems, designers need a specific method to guide them in personalizing the gameful experience to their target audience. To address this need, this thesis proposes a novel method for personalized gameful design divided into three steps: (1) classification of user preferences, (2) classification and selection of gameful design elements, and (3) heuristic evaluation of the design. Regarding the classification of user preferences, this thesis evaluates and validates the Hexad Gamification User Types Scale, which scores a person in six user types: philanthropist, socialiser, free spirit, achiever, player, and disruptor. Results show that the scale’s structural validity is acceptable for gamification studies through reliability analysis and factor analysis. For classification and selection of gameful design elements, this thesis presents a conceptual framework based on participants’ self-reported preferences, which classifies elements in eight groups organized into three categories: individual motivations (immersion and progression), external motivations (risk/reward, customization, and incentives), and social motivations (socialization, altruism, and assistance). And to evaluate the design of gameful applications, this thesis introduces a set of 28 gameful design heuristics, which are based on motivational theories and gameful design methods and enable user experience professionals to conduct a heuristic evaluation of a gameful application. Furthermore, this thesis describes the design, implementation, and pilot evaluation of a software platform for the study of personalized gameful design. It integrates nine gameful design elements built around a main instrumental task, enabling researchers to observe and study the gameful experience of participants. The platform is flexible so the instrumental task can be changed, game elements can be added or removed, and the level and type of personalization or customization can be controlled. This allows researchers to generate different experimental conditions to study a broad range of research questions. Our personalized gameful design method provides practical tools and clear guidelines to help designers effectively build personalized gameful systems.
... Thue et al. [26] present PaSSAGE, an interactive storytelling system that uses player modeling to automatically learn a model of the player's preferences through observations of the player in the virtual world, and then uses the model to dynamically select the content of an interactive 1 We use the term "nondeterministic planning" for planning problems in which the planning domain is a nondeterministic state-transition system, i.e. an action may have more than one possible outcome [10], [11]. 2 Quests are missions or objectives to be accomplished by avatars (which are game characters controlled by human players). [32][33][34][35][36][37][38][39][40][41][42][43][44][45][46][47][48] story. The player is modeled by a vector, where each dimension is the strength of one of the Laws' stereotypes [27]. ...
... The architecture of the system under description in this paper was built as an extension of our previous work on hierarchical quest Entertainment Computing 28 (2018) [32][33][34][35][36][37][38][39][40][41][42][43][44][45][46][47][48] generation [35]. Fig. 2 illustrates the architecture of our system, which is consistent with the conceptual model for dynamic planning presented by Ghallab et al. [10]. ...
... In addition, behavior is also dynamic, meaning that it is susceptible to vary with time, place, situation, and context [7]. A computational model built to predict player behavior must be able to handle, not only its complex nature, but also its natural Entertainment Computing 28 (2018) [32][33][34][35][36][37][38][39][40][41][42][43][44][45][46][47][48] dynamism. ...
Article
Current video games use simple methods to deal with interactive narratives and the enormous variety of player types. In this paper, we propose a novel approach to interactive storytelling in games, in which the quests and the ongoing story are determined in view of individual personality traits and behavioral attitudes in a nondeterministic way. Our method starts the process employing a new technique to assess the player's personality traits according to the well-known Big Five model. These traits are then used by a nondeterministic planning algorithm to define adaptive goal hierarchies. In addition, an artificial neural network is trained to predict player behaviors in real-time, allowing partial-order planning operators to use player behaviors and personality traits as logical terms in their preconditions. With this approach, a richer individualized experience is provided to the player, while preserving consistency with the conventions of the chosen genre.
... One who has an adventurous, innovative, and creative disposition is capable of having a high level of openness to new things (Wang, Sapienza, Culotta & Ferrara, 2019). Conversely, conservative and conventional traits reveal a limited level of openness to experience (Peever, Johnson & Gardner, 2012). Conscientiousness, also referred to as how someone concentrates on their work or goals, is the second component of FFM. ...
... Conscientiousness, also referred to as how someone concentrates on their work or goals, is the second component of FFM. People with high conscientiousness are extremely disciplined, highly goal-focused, and concerned with others' achievement orientation (Salleh, Mendes, Grundy & Burch, 2010) conversely, those who score poorly on conscientiousness frequently display carelessness, a failure to prioritize skills, and disrespect for authority (Peever et al., 2012) The third component of FFM is extraversion, which is a quality shared by those who have a trusting and optimistic outlook on others and is characterized by sociability, assertiveness, and talkativeness (Acuña, Gomez, Hannay, Juristo & Pfahl, 2015). Extraversion demonstrates a person's warmth and social skills (Harb & Alhayajneh, 2019). ...
Article
Full-text available
Prior studies found a strong correlation between a user's preference for information visualization and the variances in their personality. Visualization software have evolved recently and have given users a number of advantages. Although the usability aspects of visualization software have advanced significantly, they previously adopted a more general approach with their user interface and ignored user variations. There is a dearth of prior study examining user traits and preferred visual data storytelling elements. The use of individual variations as an adaptation metric in visualization tools has shown promise in overcoming the drawbacks of general approach from the user interface of visualization tools. This study intends to investigate into how users' preferences from the various visual design elements for storytelling relate to their personalities among university students in one institution. The study investigates whether personality affects user preferences for various visual design elements such as font type, font size, hierarchical, and comparative visualizations, which are extensively used in contemporary research and are associated with personality. To this end, a personality indicator will be performed to gauge each participant's personality. The participants will next answer a different series of questions on their preferences in visual design elements for data visualization and storytelling. This study may help to address the general issue with visualization tools and may suggest significant implications that may be used in the future design of visualization tools to improve the intuitiveness of the tool to suit various type of users, as well as for the visualization designers by choosing the best graphical visualizations for any given target audience to provide greater comprehension of the information in making critical decisions
... Few works have been devised on game recommendation, especially using personality traits. However, it has been shown that game players will favor some games fit their personality traits [12,19]. In this regard, we propose a scheme for game recommendation according to players' personality traits. ...
... The connection between players and their favorite games has been investigated in previous works. Peever et al. [12] suggest that people with certain personality types exhibit preferences for particular game genres. They found that players with extraversion traits likely favor games types such as party, music and casual games. ...
... There are indications of significant correlations between game genre preferences and personality characteristics. For instance, Peever et al. (2012) used the "The Big Five" model and found different personality types (e.g. introverted, extraverted, conscientious) enjoy different types of games (e.g. ...
... For our typology of game genres we reviewed and adapted existing taxonomies (e.g. Apperley, 2006;Herz, 1997, p. 27;Kamstrup et al., 2009;Kirriemuir & Mcfarlane, 2004;Peever et al., 2012). We also considered the Gamer Motivations Framework which involved 12 motivation factors (e.g. ...
Conference Paper
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Our aim in this study is to examine the gaming habits and game preferences of university students / pre-service teachers. Teachers' confidence to use and attitudes towards technology, and their experience with digital games seem to be some of the most critical factors determining the use of digital games in the classroom. Furthermore, personal game preferences are important factors for motivation and engagement in game play and the educational effectiveness of games. By examining the gaming experience and preferences of future teachers, we can better design relevant courses and curricula for supporting student teachers and prepare them to use game-based learning and teaching in their future classrooms. Data were collected through an online survey. Our sample (N=274) includes students from different universities, different university departments, and different academic years of study. This allows us to gain a more holistic view of the topic, based on the perceptions of student teachers from different disciplines and backgrounds. Trying to address the complexity of game classification for identifying preferences, a typology of games based on two main axes is proposed: a) the format of the game, the mechanics, and gameplay (e.g. simulation, action, strategy, puzzle, role-playing) and b) the content of the game and the narrative context (e.g. story oriented, fantasy world, sports, science fiction). We mapped the participants' preferences based on this typology. We further collected and analysed data on their game-playing frequency and preferred gaming device. Their intention to use games in their classrooms, and their perceptions on the educational value of digital games were further examined. Findings suggest that perceptions on the learning potential of games are linked to their intention to use them in the classroom; also, players who prefer games such as role-playing, open world and exploration, set in a fantasy or science fiction world, assessed the learning potential of games and their intention to use them in the classroom higher. The findings allows us to gain a better insight on current trends in attitudes, experiences, and preferences of student teachers in various disciplines, as well as to identify possible ways to support them in their studies.
... Player types, playing styles, preferences and motivations have been further linked to many factors, such as personality traits [18,26,28,30,36], age [9,39,46,47], and gender [9,31,39,46,49]. Still, an important point for our research is that players do not belong solely to one single category. ...
... Their work suggests that real-time and turn-based combat appeal to different playing styles. At the same time, other work suggests that different kinds of RPGs and related genres (MMORPGs, RPGs, action RPGs, turnbased strategy, and real-time strategy) still appeal to players who share similar personality traits [30]. ...
Conference Paper
Full-text available
Combat systems are a fundamental part of computer role-playing games (RPGs). Popular media articles and online discussions suggest that players have very strong opinions on combat styles, in particular, whether they like RPGs with real-time or turn-based combat systems. However, there is little scientific research into this question. With our research we aim to systematically explore combat style preferences and determine the underlying reasons for preferring certain types over others. To this end, we analyzed a set of online discussions (546 posts) with regard to three broad combat system categories: Real-Time (RT), Turn-Based (TB), and Real-Time with Pause (RTwP). Our results suggest that while most players indeed do have a preference for one combat style, most players are still largely or completely open to other styles of combat. We furthermore identify common positive and negative traits of different combat styles and discuss implications for combat design.
... Concerning personality traits, Peever, Johnson & Gardner (2012), based on the model of the five great factors, found that extraversion associates with the preference for more casual and festive games; introversion associates with RPG games and strategy; conscientiousness associates with sports games; fighting and simulation, and openness to experience associate with action and platform games. In a study conducted by Chory & Goodboy (2011), the preference for violent games associates with greater openness and lesser agreeableness. ...
... The following hypotheses were partially confirmed: h 1 (importance of the game with eccentricity, attention seeking, distrust, isolation and criticism avoidance), h 2 (longer playing time with intellectual level), h 6 (live RPG with eccentricity and grandiosity), and h 8 (frequency of meetings with people to play with emotional awareness, joy, less distortion, and lower isolation). When analyzing the correlations, we found associations between the mentioned psychological characteristics and the preference for specific games, such as already observed in previous studies (Anderson et al., 2010;Chory & Goodboy, 2011;Engelhardt et al., 2011;Feng et al., 2007;Hasan et al., 2013;Herodotou et al., 2011;Peever et al., 2012;Suziedelyte, 2015). Thus, as predicted in the hypotheses, to assign more importance to the act of playing, we found an association between eccentric behaviors higher frequency, mistrust regarding others' intentions, and avoidance of criticism. ...
Article
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This research aimed at investigating the relationship between gaming preferences and psychological characteristics: abstract and verbal reasoning, emotional perception, and pathological personality traits. To this end, 164 people participated in the study, predominantly women (75%) with a mean age of 18.93 (SD = 6.36) and that have finished high school or college, in its majority. They answered a gaming preferences questionnaire, the Computerized Test of Primary Emotions Perception (PEP), the Dimensional Clinical Personality Inventory (IDCP), and two subtests from the Battery of Reasoning Tests (BPR-5). The results indicated correlations that were consistent with most of the measures, with a significant majority of magnitudes that varied from .16 (Anger Distortion vs. Interest in violent games) to .41 (Emotional perception vs. Monthly frequency of playing with other people). Also, we determined the importance attributed to being a gamer by three personality traits: Grandiosity, Criticism avoidance, and Impulsiveness. We found association tendencies between psychological characteristics and game preference, in a way that attributing higher importance to gaming was associated with higher frequency of eccentric behaviors, suspicion towards others' intentions, and avoiding criticism. We have discussed the relations we found, and we concluded that there seems to be a typical profile for people who demonstrate a high tendency for gaming.
... Few works have been devised on game recommendation, especially using personality traits. However, it has been shown that game players will favor some games fit their personality traits [12,19]. In this regard, we propose a scheme for game recommendation according to players' personality traits. ...
... The connection between players and their favorite games has been investigated in previous works. Peever et al. [12] suggest that people with certain personality types exhibit preferences for particular game genres. They found that players with extraversion traits likely favor games types such as party, music and casual games. ...
Conference Paper
Recommender systems have emergedrecently in many aspects due to enormous amount of information or items existed in e-commerce or social network services. Users find it convenient if the service can recommend interesting items to them automatically. Past systems adopted users' preference or social connections for such recommendation. In this work, we will try to identify a game player's personality traits and use them to recommend games that may be interested by the player. The personality traits of a player is identified by applying a text mining process on textual contents related to the player. The same process is also applied on the comments of the games to identified the personality traits of games. Recommendation is then performed based on the similarity between the traits of the user and the game. We performed experiments on 63 players and 2050 games and obtained promising results which may demonstrate the plausibility of personality-based recommender systems.
... While some studies have investigated the role of individual characteristics like personality traits in the relationship between violent video games use and aggression (López-Fernández et al., 2021), few have investigated the relationship between individual characteristics and the draw to violent video games use (Jansz, 2005, Kasumovic et al., 2015, Peever et al., 2012. Regarding personality, Chory and Goodboy (2011) have shown that players who prefer violent games exhibit a higher level of extraversion (tendency to sociability, search for excitement, positive emotions) and a lower level of neuroticism (tendency to be anxious, fear of interactions, emotional instability) than players of other gaming types. ...
... Although Li's research is based on PC video games, the biggest difference between mobile games and PC games is portability, which has no significant impact on game types. Therefore, the genre of mobile game is similar to the game type factors extracted by Peever, Johnson, and Gardner claimed that people with different personalities would have different game genre preference, and Lee, et al.'s research shows that teenager in South Korean shows different addiction score to different types of games [16,17]. Thus, game genre could have an impact on the success of game. ...
Article
Full-text available
This study analysis factors that affect the success of mobile games in China. Top 200 mobile game data of the 365 days download ranking in China from June 6, 2021, to June 4, 2022, as the representative of successful mobile games in China. To explore the relationship of factors with mobile games performance, correlation analysis, chi-square goodness-of-fit, and independent two samples t-test are used to perform data analysis. The results showed there is no relationship and difference between the usage of IP and mobile game performance. However, there is a weak positive relationship between the usage of advertisement and mobile game performance. Results also revealed that simulation games, action games and hypercausal games account for a high proportion on the successful game, while there is almost no manager, idle, and music games in the successful game. From the perspective of mobile game industry, this study provides a valuable insight on the production and promotion of mobile game.
... This is by no means as simple task. As stated previously in Section 3, the prospective app designer must contend with an abundant array of user personality profiles, and research into this area is an entire field unto itself (Peever, Johnson, & Gardner, 2012;Scharkow et al., 2015). No single user will be one and the same. ...
Article
Full-text available
Gamification is a trend that is steadfastly increasing in popularity in several fields that involve learning. Several concepts borne out of this have recently been applied with the intent to facilitate second language learning. This is most notably visible in the form of apps and online teaching courses that take advantage of mechanics that are drawn directly from video game design principles. In the context of language learning, the incorporation of game mechanics can be used to construct effective systems of incentive and ultimately enrich the FL learning experience in various ways, potentially resulting in improved outcomes. However, the prevailing trend in the gamification of language learning apps is to rely on a Black Hat gamification mechanics. These are propagated without much reflection in manner that can only be described as perfunctory gamification. Nevertheless, the subpopulation of so-called hardcore gamers is not only unsusceptible to these techniques, but exhibits a strong aversion to them. As a result, hardcore gamers are for the most part functionally excluded from the pool of potential CALL app users. The present work outlines several potential solutions to the problem of perfunctory game design practices that alienate hardcore gamers. Chief among these is the proposal to actively work towards a paradigm shift from gamification towards game-based learning.
... There are a substantial number of studies on genre preferences comparing across population characteristics such as age, gender, personality traits, and symptoms of behavioral disorders [15][16][17][18][19][20][21]. However, if one is seeking basic data about genre preferences in the general population, the sources of this information are derived from market research and nonpeer-reviewed sources [22,23]. ...
Article
Background Smoking is the most prevalent cause of morbidity and mortality in the United States. Although most individuals who smoke express a desire to quit smoking, only a small percentage are successful. Serious games have become popular in health sectors as a potential avenue for delivering a scalable treatment that is both accessible and engaging for the smoking population. Several smoking cessation games have already been developed, but these games feature a broad range of gameplay elements and are not necessarily based on existing video game preferences in the general or smoking population. Objective To better inform treatment development, this study aims to evaluate video game genre preferences among treatment-seeking individuals who smoke (N=473). Methods Participants responded to a screening survey to enroll in a larger, serious game intervention for smoking cessation. During this screening survey, participants were asked to disclose their favorite video games, which resulted in 277 unique game titles. These titles were coded for genre categories based on publisher listings and game features. The genres were then analyzed for the frequency of reporting overall and across age groups. Results Action, Role-Playing, and Action-Adventure were the most reported genres among adults aged ≤34 years; Action, Action-Adventure, and Logic were the most reported genres among adults aged 35-44 years; and Logic and Action were the most reported genres among adults aged ≥45 years. Conclusions These data indicate that treatment-seeking individuals who smoke have different game preferences across age groups, and the data provide novel information to inform the development of future serious games targeting the smoking population that are tailored to the preferences of their age group. Trial Registration ClinicalTrials.gov NCT03929003; https://clinicaltrials.gov/ct2/show/NCT03929003
... Consequently, new offerings are simply likened to old ones: for instance, the "Roguelike" genre references signature patterns from the classic title Rogue. Even though genres lack neat categorization [2], researchers use them to gauge player personality/choices [29,40], predict addiction [13], and creative and cognitive enhancements [11]. Similarly, " ...
Article
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Although virtual reality (VR) shares common features with video games, it offers different experiences for users based on the mediums unique affordances. Still, there is no cohesive classification system for commercial VR applications. To account for this deficiency, the paper presents an exploratory comparative analysis of titles from the Steam digital store across three platform types: VR only, VR supported, and non-VR. We analyzed data from a subset of the most popular applications within each (N=141, 93, and 1217, respectively). These three classification types were academic game genres, developer defined categories, and user-denoted tags. Results identify the most common content classifications (e.g., Action and Shooter within VR only applications), the relative availability of each classification between platforms (e.g., Casual is more common in VR only than VR supported or non-VR), general platform popularity (e.g., VR only received less positive ratings than VR supported and non-VR), and which content classifications are associated with higher user ratings across platforms (e.g., Action and Music/Rhythm are most positively rated in VR only). These findings provide a novel snapshot of the state of VR applications and lay the foundation for future theoretical constructions of classification systems based on content, market, interactivity, sociality, and service dependencies.
... Thus, future research might consider game genres when looking for the association between the Big Five personality traits and online gaming. Different personality traits are correlated with different game genres, for example neuroticism does not correlate with problematic gaming, but high extraversion and low neuroticism are associated with preference for action genre games and high extraversion is correlated with music, party and casual games, while flight simulation, sports and other goal-oriented games have been reported to correlate with high scores in conscientiousness (Peever et al., 2012). In addition, game instruments' individual preferences (i.e., computer, tablet, mobile phone, game console) may also be worthy of examination in sampling. ...
Article
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Online gaming has become an essential form of entertainment with the advent of technology and a large sway of research has been undertaken to understand its various permutations. Previous reviews have identified associations between the Big Five personality traits and online gaming, but a systematic review and meta-analysis on the association between these constructs has yet to be undertaken. In the current study we aimed to fill this gap in the literature through a systematic review and meta-analysis comprising of 17 studies and 25,634 individuals (Mage = 26.55, males = 75%). The findings showed that agreeableness, extraversion, openness to experience, and neuroticism were not ubiquitously associated with online gaming. The findings showed that only conscientiousness, across samples, had a protective role in online gaming. Furthermore, there were non-significant variations in the Big Five personality traits associations with online gaming when comparing gamers to the general population, younger versus older participants, casual versus ‘hardcore’ gamers, and high versus low traits (with the exception of neuroticism). As a result of our observations, the underlying mechanisms of individual differences in online gaming remain unclear. Limitations and future directions for research are discussed.
... Several HCI researchers has used FFM to understand user's motivation [35], and preference [61]. There has been some research conducted that has investigated how persuasive apps may be personalized with respect to individual personality types. ...
Article
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Persuasive mental health applications (apps) are effective tools for promoting behavior change. Tailoring persuasive interventions can boost their effectiveness. Research has shown that there is a relationship between individuals' personality traits and their susceptibility to various features of a persuasive app. The aim of this paper is twofold. First, we explore the relationships between personality and features of a persuasive app for promoting mental and emotional well-being. Second, we explore possible domain-dependent variability on the relation between personality and persuasive features across various domains (e.g., habit formation, fitness, risky behaviors change, transportation habits). Specifically, to advance research in the area of personality and computing app design, first, we reviewed 103 mental health apps from the app stores and uncovered the various persuasive features employed in their design. Second, we conducted focus-group studies of 32 participants to uncover more insights about the mental health app features. Finally, we implemented the common features that emerged from these two studies in persuasive mental health app prototypes and conducted a large-scale study of 561 users to evaluate their persuasiveness depending on people's personalities. The results of the large-scale study show that people's personality traits play a significant role in the perceived persuasiveness of different features-the app features that appeal to various individuals. Conscientious people tend to be motivated by apps that offer relaxation audios, encouragement, suggestions and trusted information, contact for help; Neurotic people are more inclined to apps that provide some relaxation exercises and audios, social support, and apps with a clear privacy policy; People who are more open to experience tend to be motivated by self-monitoring, relaxation exercises and audios, and social support. Finally, we provide a comparative analysis of the relationship between personality traits and persuasive features across various domains to show domain-dependency of persuasive feature effectiveness and offer design guidelines for tailoring persuasive and behavior change apps based on an individual's personality.
... Game preferences has a correlation with personality traits 3 . Therefore, the choice of video game genres is based on player's preferences. ...
Article
Full-text available
Recently, video games became an increasingly popular pastime. Nevertheless, there is little research conducted to see the relationship between personality and preferences for first-person shooter (FPS) video games. We would like to know what this kind of games is can drive a violent behavior. On the other hand, in the field of personality psychology, there is consistent research that personality traits can clustered into 5 high-level factors, called as the Big Five Personality Factors. This study would like to examine whether personality traits affect preference in FPS games. We conducted the research by asking participants to fill out a questionnaire containing personality traits test based on Big Five Personality and a questionnaire about FPS games played to identified player’s game preference. From the data, we investigated the behavior correlation between FPS games based on personality traits. There were 62 participants who like to play video games on this research. Only 29 participants like and play FPS games. It showed that participants already have different preference for games based on their personality traits. On FPS players who like Counter Strike Global Offensive (CSGO) have interesting patterns, that is very low Extraversion, Agreeableness, Conscientious, Openness, but higher neuroticism when compared to other players.
... Under this model, the six dimensions of personality are honesty-humility, openness to experience, conscientiousness, extraversion, agreeableness, and emotionality. An individual's readiness to accept change and the presence of explorative, imaginative, and artistic traits demonstrate that the individual houses a high openness to experience score [36]. Furthermore, an individual's propensity to focus on achievement, success, and accountability represents conscientiousness. ...
Article
Full-text available
This study aims to investigate the impact of personality dimensions on consumer videogame engagement. We distributed the study questionnaire to gamers aged 16-19 years and managed to get three-hundred-and-eighty valid respondents who provided data in the form of a self-report using HEXACO-100 items and consumer videogame engagement constructs. WarpPLS 7.0 version was employed and the impact of personality dimensions on consumer videogame engagement was assessed using Partial Least Squares Structural Equation Modeling (PLS-SEM). Our findings indicate that personality traits such as consciousness and extraversion impact consumer videogame engagement, whereas agreeableness, emotionality, openness-to-experience, and honesty-humility do not. Our study explores the utility of the HEXACO-100 item to assess the personality factors that can predict consumer videogame engagement. The paper discusses the results and offers the practical and theoretical implications of our findings.
... Genre, or the "style" or "type" [12] of a game, is an essential classification system for the medium. Genre choice is linked to player personality/preference [13,22], predicts addiction [6], and enhances creative and cognitive abilities [5]. Similarly, " [v]ideo game genres provide a design lens through which developers can analyze gameplay preferences and player experiences" [17:2265]. ...
Conference Paper
Full-text available
Even though virtual reality (VR) shares features with video games, it offers a wider range of experiences. There is currently no cohesive classification for commercial VR offerings. As a first step to account for this deficiency, the work in progress considers the relationship between game genres and users' ratings and downloads of VR experiences. We found Action, Shooter, and Simulation to be the most frequently downloaded genres; Action and Music/Rhythm the most highly rated; and Simulation and Music/Rhythm to occur at a statistically higher rate in VR compared to non-VR. Finally, we learned that VR experiences are less likely to receive positive ratings than 2D games. The findings can inform developers' marketing decisions based on demand.
... In the context of video games, researchers examined the positive relationship of extraversion with video game play. For example, a study related to personality and video game genres indicated a positive association of extraversion with role-playing games, action role-playing games, and real-time strategy games (Peever et al., 2012). Similarly, research suggests that progressively extraverted individuals seem to relish challenging situations often present in different game genres (Teng, 2008). ...
Article
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This article aims to uncover novel insights into personality factors and consumer video game engagement modeling. This research empirically validates the role of specific HEXACO personality factors that foster consumer engagement (CE) in electronic sports (eSports) users. Using a survey-based approach, we incorporated the HEXACO 60 items and consumer video game engagement scales for data collection. Data were collected from eSports users, with 250 valid responses. WarpPLS 6.0 was used for partial least squares-structural equation modeling analyses comprising measurement and structural model assessment. The results showed that the reflective measurement model is reliable and sound, whereas the second-order formative measurement model also meets the criteria of indicator weights and collinearity values variance inflation factor (VIF). The results based on the structural model indicate that openness to experience, extraversion, agreeableness, and conscientiousness positively predict CE in eSports. This article is first among others that conceptualizes and validates the HEXACO personality traits as a reflective formative model using the hierarchical component model approach. The research model carries the explanatory capacity for CE in eSports concerning personality dimensions as indicated by the HEXACO model. It highlights the potential benefits of such research especially to marketers who could potentially employ personality modeling to develop tailored strategies to increase CE in video games.
... Similar to traditional sports, video games have a substantial number of genres (types). Their unique mechanics attract different types of people, as shown by the relationship between personality traits and video games preferences (Zammitto, 2010;Borders, 2012;Peever et al., 2012). As in typical sports, eSports can take the form of either individual or team-based competition. ...
Article
Full-text available
This study focuses on the relationship between personality traits, derived from the Big Five model, and performance in the competitive electronic sports (eSports) video game League of Legends (LoL). Data were gathered from 206 LoL players of various in-game success levels, as measured by their position within the competitive hierarchy (division) of the video game. The NEO-Five Factor Inventory (NEO-FFI) questionnaire was used to measure personality traits within the gathered sample, which was divided into two groups of higher and lower ranked players. The results indicate that players who reach higher divisions in LoL tend to be less extraverted, less agreeable, but more open to experience. This is one of the few reported links between eSports performance and personality traits, in what is still a nascent yet rapidly developing research topic. The results are discussed within the context of available knowledge on personality and traditional competitive sports performance.
... Personality plays an essential role in influencing individual preferences for game genres [34], heroic roles in games [35], and cultural participation [4]. 2 While traditional forms of storytelling cannot create individual and personalized experiences, an interactive storytelling system can take advantage of its communication capability to learn about the personality of its users and use this information to adapt stories according to their individual preferences. ...
Article
In almost all forms of storytelling, the background and the current state of mind of the audience members predispose them to experience a given story from a uniquely personal perspective. However, traditional story writers usually construct their narratives based on the average preferences of their audience, which does not guarantee satisfying narrative experiences for its members. When a narrative aims at providing pleasurable entertainment, having some information about the preferences of the current user for the narrative’s content is vital to create satisfying experiences. This paper explores personality modeling and proposes a novel approach to generate individualized interactive narratives based on the preferences of users, which we model in terms of the Big Five factors. This paper presents and evaluates the proposed method in a web-based interactive storytelling system that explores the Little Red Riding Hood folktale. The results show that the proposed method is capable of correctly recognizing the preferences of users for story events (average accuracy of 91.9%) and positively improve user satisfaction and experience.
... Es zeigten sich positive Korrelationen zwischen der Nutzungsdauer von Videospielen und der Persönlichkeitseigenschaften Offenheit (Chory/Goodboy 2011) sowie zwischen den Präferenzen für bestimmte Videospiel-Genres und den Persönlichkeitseigenschaften Offenheit, Gewissenhaftigkeit und Extraversion (Peever/Johnson/Gardner 2012). ...
Article
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Der vorliegende Artikel geht der Frage nach, wie sich die Nutzungsdauer von und die Präferenzen für Videospiele auf die Ärgerdisposition und das Ärgerempfinden von 16- bis 25-Jährigen auswirken, wenn sie in der Schule Fehler begehen. Hierzu beantworteten 313 Probanden aus der Schweiz einen Online- Fragebogen. Dieser umfasste Fragen zu Videospielen, eine Vor- und Nachhermessung des Ärgerzustands sowie eine ärgerinduzierende Intervention dazwischen. Zusätzlich wurden soziodemographische Angaben und dispositionelle Ärgerdimensionen erhoben. Es zeigte sich, dass das Begehen von Fehlern in der Schule nicht zwangsläufig zu einer Ärgerzunahme führte. Etwa die Hälfte der Probanden zeigte danach sogar eine Ärgerreduktion. Jugendliche, welche Rollenspiele präferierten, zeigten eine höhere Ärgerkontrolle und drückten ihren Ärger weniger offen nach aussen aus als Jugendliche, welche Rollenspiele nicht präferierten. Jugendliche, welche Ego-Shooter oder Sport Games präferierten, richteten den Ärger weniger nach innen oder unterdrückten ihn weniger als Jugendliche, welche Ego-Shooter oder Sport Games nicht präferierten. Ausserdem zeigten Jugendliche, welche Sport Games präferierten, eine geringere Ärgerkontrolle als Jugendliche, welche Sport Games nicht präferierten. Weiter zeigte sich, dass männliche Jugendliche signifikant häufiger Videospiele spielen als weibliche. Die Nutzungsdauer von Videospielen korrelierte nicht signifikant mit der Ärgerzunahme. Somit kann nicht davon ausgegangen werden, dass Videospiele zu einer fehlerfreundlicheren Haltung führen. Es kann aber auch festgehalten werden, dass Videospiele keine verstärkende Wirkung auf das Ärgerempfinden haben. Medienkritische Haltungen konnten diesbezüglich nicht bestätigt werden.
... In spite of the innumerable possibilities resulting from such use, an exploratory literature review pointed out that, especially in the context of VR, just few studies investigate the relationships and impacts of personality traits and VR environments. There is, in fact, a great interest of the scientific community to investigate the relations between personality traits and games [7], [8], but the aspects involving personality traits specifically in VR environments can be more explored. ...
... The player characteristics chosen as research questions are useful to understand player preferences, based on the evidence available in the literature. Accordingly, there is evidence that the psychological traits of the players [42,59,64,73] (RQ1), their preferred game elements or mechanics [74,78] (RQ2), and their age [15,90] and gender [85,88,91] (RQ3) are related to players' choice of games or genres. Therefore, by further studying these specific player characteristics, we contribute with empirical evidence that they are significantly related to different choices of games. ...
Conference Paper
Full-text available
The Games User Research literature has advanced considerably on understanding why people play games and what different types of games or mechanics they prefer. However, what has been less studied is how models of player preferences explain their game choices. In this study, we address this question by combining and analyzing two datasets (N = 188 and N = 332) containing data about the games that participants enjoy , their player trait scores, and their preferred game elements and playing styles. The results provide evidence that these scores can significantly explain participants' preferences for different games. Additionally, we provide information about the characteristics of players who enjoy each game.
... goal achieved, goal blocked) on one side and different player's emotional states on the other side. This mapping relationcan be personalized according to two important individual player characteristics : the player's playing style (Hrabec, 2017;Mena, 2012), and the player's personality type (Menekse, Çagiltay, & Ozcelik, 2015;Peever, Johnson, & Gardner, 2012). Hence, this personalized mapping relation allow customasing the ER processes. ...
Article
Emotions have a major role in the player-game interaction. In serious games playing contexts, real-time assessment of the player's emotional state is crucially important to enable an emotion-driven adaptation during gameplay. In addition, a personalized assessment and adaptation based on the player's characteristics remains a challenge for serious games designers. This paper presents a generic and efficient emotion-driven approach for personalized assessment and adaptation in serious games, in which two main methods and their algorithms are proposed. The first one is a method for assessing, in real time, the player's emotion taking into account the personality type and the playing style of the player. The second one is an emotion-driven personalized adaptation method based on Markov modeling of dependency between the serious game events and the change in the player's emotional state. Therefore, the proposed approach has been evaluated by playing an affective vs. non-affective version of a serious game that we have developed to illustrate the applicability of the above-mentioned methods. The overall results showed that owing to our approach, a serious game become able to enhance its adaptivity toward playing outcomes and improve its overall playability.
... L'obiettivo della presente ricerca è stato quello di individuare i tassi di inciden- za del disturbo da gioco su Internet su un campione non clinico di utenti. In accordo con la letteratura sopracitata, è stato ipotizzato che: a) tutte le dimensioni della TAS-20, dello IAT e del BIS-11 presentino una correlazione statisticamente significativa positiva ; b) tra i soggetti coinvolti vi siano utenti che presentino alti livelli di im- pulsività, di alessitimia e di dipendenza da Internet; c) gli utenti che riportano punteggi elevati nelle scale somministrate passi- no quotidianamente del tempo a giocare online, rispetto a coloro che hanno si- gnificativamente riportato punteggi più bassi; d) vi sia un'influenza statisticamente significativa riguardante non solo la quantità di tempo passato a giocare ai videogames ma anche alla tipologia specifi- ca di giocatori, prestando attenzione ai distinti tratti di personalità a seconda delle varie fasce d'età (Mehroof & Griffiths, 2010;Muller et al., 2014;Peever et al., 2012 -adolescenti; -giovani adulti; -adulti maturi; -anziani. I questionari sono stati somministrati con modalità online in diversi forum, grup- pi e sul più famoso social network esistente a giocatori abituali di videogame. ...
Article
Il presente studio si propone di indagare due specifiche tipologie di videogame: i MOBA e i MMORPG. Il campione è costituito da 1121 soggetti, di cui 80,4 % di ses-so maschile; mentre l’età media dei partecipanti è di 22,94 anni (DS= 6,685). I soggetti coinvolti sono stati reclutati online somministrando una batteria di test self-report composta da: IAT, TAS-20, PID-5-BF e BIS-11. Uno degli obiettivi dello studio è stato quello di indagare se i soggetti coinvolti abbia-no riportato elevati punteggi nelle varie scale somministrate. Dalle analisi dei punteggi medi è emerso che essi non varcano i rispettivi cut-off scores per ciascuna scala. Inoltre, facendo riferimento al punteggio medio riportato nella dimensione totale dell’IAT, il campione è stato suddiviso in tre clusters, al fine di individuare nel campione tre tipo-logie di utenti: giocatori non problematici, problematici e “addicted”. La ricerca ha messo in evidenza che la variabile “tipologia di videogames” esercita un’influenza su alcuni tratti di personalità, spingendo coloro che ne fanno un uso smodato ad essere maggiormente esposti a vivere emozioni negative (ansia e depres-sione), evitare l’esperienza socioemotiva e ad entrare in contatto con pensieri bizzarri e culturalmente incongruenti (accompagnati dalle rispettive manifestazioni comporta-mentali). Iacolino C., Lombardo E.M.C., Cervellione B., Mannino G., Micieli S. (2018). La dipendenza da Internet: Il fe-nomeno dell’IGD in un campione non clinico di videogiocatori di MOBA e MMORPG. In Narrare i Gruppi, vol. 13, n° 2, dicembre 2018, pp. 225-260 - website: www.narrareigruppi.it
... L'obiettivo della presente ricerca è stato quello di individuare i tassi di incidenza del disturbo da gioco su Internet su un campione non clinico di utenti. In accordo con la letteratura sopracitata, è stato ipotizzato che: a) tutte le dimensioni della TAS-20, dello IAT e del BIS-11 presentino una correlazione statisticamente significativa positiva ; b) tra i soggetti coinvolti vi siano utenti che presentino alti livelli di impulsività, di alessitimia e di dipendenza da Internet; c) gli utenti che riportano punteggi elevati nelle scale somministrate passino quotidianamente del tempo a giocare online, rispetto a coloro che hanno significativamente riportato punteggi più bassi; d) vi sia un'influenza statisticamente significativa riguardante non solo la quantità di tempo passato a giocare ai videogames ma anche alla tipologia specifica di giocatori, prestando attenzione ai distinti tratti di personalità a seconda delle varie fasce d'età (Mehroof & Griffiths, 2010;Muller et al., 2014;Peever et al., 2012). adolescenti; giovani adulti; adulti maturi; anziani. ...
Article
Full-text available
Il presente studio si propone di indagare due specifiche tipologie di videogame: i MOBA e i MMORPG. Il campione è costituito da 1121 soggetti, di cui 80,4 % di ses-so maschile; mentre l’età media dei partecipanti è di 22,94 anni (DS= 6,685). I soggetti coinvolti sono stati reclutati online somministrando una batteria di test self-report composta da: IAT, TAS-20, PID-5-BF e BIS-11. Uno degli obiettivi dello studio è stato quello di indagare se i soggetti coinvolti abbia-no riportato elevati punteggi nelle varie scale somministrate. Dalle analisi dei punteggi medi è emerso che essi non varcano i rispettivi cut-off scores per ciascuna scala. Inoltre, facendo riferimento al punteggio medio riportato nella dimensione totale dell’IAT, il campione è stato suddiviso in tre clusters, al fine di individuare nel campione tre tipo-logie di utenti: giocatori non problematici, problematici e “addicted”. La ricerca ha messo in evidenza che la variabile “tipologia di videogames” esercita un’influenza su alcuni tratti di personalità, spingendo coloro che ne fanno un uso smodato ad essere maggiormente esposti a vivere emozioni negative (ansia e depres-sione), evitare l’esperienza socioemotiva e ad entrare in contatto con pensieri bizzarri e culturalmente incongruenti (accompagnati dalle rispettive manifestazioni comporta-mentali). Iacolino C., Lombardo E.M.C., Cervellione B., Mannino G., Micieli S. (2018). La dipendenza da Internet: Il fenomeno dell'IGD in un campione non clinico di videogiocatori di MOBA e MMORPG. In Narrare i Gruppi, vol. 13, n° 2, dicembre 2018, pp. 225-260-website: www.narrareigruppi.it
... 1 IV. PERSONALITY AND PREFERENCE MODELING Personality plays an important role in influencing individual preferences for game genres [18], heroic roles in games [19], and cultural participation [38]. 2 While traditional forms of storytelling lack the ability of creating individual and personalized experiences, an interactive storytelling system can take advantage of its nature to obtain the personality of its users and use this information to adapt stories according to their individual preferences. ...
Conference Paper
Full-text available
In almost all forms of storytelling, the background and the current state of mind of the audience members predispose them to experience a given story from a unique personal perspective. However, traditional story writers usually construct their narratives based on an average understanding of the preferences of their audience, which does not guarantee satisfying narrative experiences for its individual members. When a narrative is aimed at providing pleasurable entertainment, having some information about the preferences of the current user for the narrative's content is vital to create satisfying experiences. This paper explores personality modeling and proposes a novel approach to generate individualized interactive narratives based on the preferences of users, which are modeled in terms of the Big Five factors. The paper presents the proposed method and evaluates its precision and real-time performance.
... L'obiettivo della presente ricerca è stato quello di individuare i tassi di inciden- za del disturbo da gioco su Internet su un campione non clinico di utenti. In accordo con la letteratura sopracitata, è stato ipotizzato che: a) tutte le dimensioni della TAS-20, dello IAT e del BIS-11 presentino una correlazione statisticamente significativa positiva ; b) tra i soggetti coinvolti vi siano utenti che presentino alti livelli di im- pulsività, di alessitimia e di dipendenza da Internet; c) gli utenti che riportano punteggi elevati nelle scale somministrate passi- no quotidianamente del tempo a giocare online, rispetto a coloro che hanno si- gnificativamente riportato punteggi più bassi; d) vi sia un'influenza statisticamente significativa riguardante non solo la quantità di tempo passato a giocare ai videogames ma anche alla tipologia specifi- ca di giocatori, prestando attenzione ai distinti tratti di personalità a seconda delle varie fasce d'età (Mehroof & Griffiths, 2010;Muller et al., 2014;Peever et al., 2012 -adolescenti; -giovani adulti; -adulti maturi; -anziani. I questionari sono stati somministrati con modalità online in diversi forum, grup- pi e sul più famoso social network esistente a giocatori abituali di videogame. ...
Poster
Full-text available
I videogiochi sono oggi tra i passatempi più diffusi tra gli adolescenti e non solo. La letteratura internazionale ci informa infatti come l’utilizzo dei videogame sia un fenomeno alquanto diffuso. Sebbene l’uso dei videogiochi rappresenti un’attività estremamente piacevole per la maggioranza degli utenti, questo comportamento può associarsi a conseguenze negative (Kuss e Griffiths, 2012), con percentuali di giovani videogiocatori patologici comprese tra l’1.3% (Haagsma, Pieterse e Peters, 2012) e l’11.9% (Grüsser, Thalemann e Griffiths, 2007). Nel presente studio l’attenzione è stata rivolta agli utenti di due specifiche tipologie di videogame: I MOBA e i MMORPG. Il campione è costituito da 1121 soggetti, di cui 80,4 % di sesso maschile, mentre l’età media si attesta sui 22,94 anni (ds= 6,685). I soggetti coinvolti sono stati reclutati online e ad essi è stata somministrata una batteria di test self-report costituita da: IAT, TAS-20, PID-5-BF e BIS-11. Dalle prime analisi descrittive è emerso che il 51,3% dei soggetti coinvolti preferisce i MOBA rispetto ai MMORPG (29,5%). Un dato allarmante è stato ricavato valutando il tempo che questi impiegano quotidianamente nei videogame, che prevalentemente varia dalle tre alle quattro ore. Sebbene, dall’analisi dei punteggi medi delle scale utilizzate per valutare la dipendenza da internet, l’impulsività e l’alessitimia non si evidenziano valori che vagliano i rispettivi cut-off scores. Tuttavia, da ulteriori analisi è emerso che il 19,6% dei soggetti coinvolti utilizza in modo problematico Internet e questi videogame, dimostrano come i tassi di prevalenza di tale fenomeno siano in netto aumento.
... Consequently, the integration of traditional games in the elementary school classroom was equally accepted among all students, since their personality traits did not influence their experience or learning performance. Opposite studies [54,87,88] that found a significant difference in personality traits and game-play, the traditional games and the experiential learning environment invoked only a slight link between students' personality dimensions and their motivation. Since, this path showed statistically significant negative connection and the extrovert measure regressed highly on the personality construct, we can conclude that learning activities with traditional games can increase motivation in introvert children (lower values for the extrovert measure influence higher values for the motivation construct). ...
Article
Full-text available
This study promotes a novel teaching approach for integration of children’s traditional games in elementary school program. It gives description of six traditional games and their educational prospects, implemented in six learning sessions in five elementary schools in Macedonia, involving 102 students. The comparison of learning achievements between these learning sessions and standard classes revealed increased students’ learning performance on comparable topics. To understand the reason for improvement, we have surveyed students after each session and tested the gathered data set via the development of a structural equation model that examines the relationships between student’s personality traits, motivation and experience with learning outcomes. The findings show that students’ achievements were directly influenced by students’ intrinsic and extrinsic motivational factors, as well as perceived experience. Additionally, the integration of traditional games in the elementary school classroom was equally accepted among all students, since their personality traits did not directly influence their experience or learning outcomes. Still, the link between the students’ personality dimensions and motivation revealed that introvert children might have slightly increased motivation and possibility to open up during game-play in such collaborative environments.
... Since gaming is widely popular among all age groups all over the world, research has been done on video games to find the impact of video gaming on players [15]. Researchers conducted studies to understand who plays games [9] as well as interactions between those people and games [14]. Popular age groups for game-related research and studies are students of various age levels. ...
Chapter
Our research focuses on how video games play a role in the lives of returning upperclassmen college students (sophomores to graduate level). In total, there were 34 participants, but due to unforeseen circumstances, only 32 of the college students (24 male, 8 female) could complete the distributed pre- and post-surveys. We then conducted weekly interviews with eight of the participants (6 male, 2 female) for 9 weeks. With the use of surveys, interviews and daily logs, our research concludes mixed results of both positive and negative effects of playing video games. Further research details life as a college student and the college experience.
... In some cases, personality has been shown to connect with game preference, for example with a preference for violent games [23], problematic game play [25], appropriate in-game behaviours [72], and inclination toward evil characters [100]. Personality factors have also been associated with preferred genres [77], presence in games [54], and as a moderator of experienced need satisfaction in games [14]. However, personality has been a weak or unsuccessful predictor of the number of hours spent playing mobile games [94], of choice in character role, class or race [12], of game preferences [76], or of in-game experiences [8,99,108]. ...
Conference Paper
Full-text available
We introduce explicit and implicit motives (i.e., achievement, affiliation, power, autonomy) into player experience research and situate them in existing theories of player motivation, personality, playstyle, and experience. Additionally, we conducted an experiment with 109 players in a social play situation and show that: 1. As expected, there are several correlations of playstyle, personality, and motivation with explicit motives, but few with implicit motives; 2. The implicit affiliation motive predicts in-game social behaviour; and 3. The implicit affiliation motive adds significant variance to explain regression models of in-game social behaviours even when we control for social aspects of personality, the explicit affiliation motive, self-esteem, and social player traits. Our results support that implicit motives explain additional variance because they access needs that are experienced affectively and pre-consciously, and not through cognitive interpretation necessary for explicit expression and communication, as is the case in any approaches that use self-report.
... They found that some personality factors support specific play styles; however, they did not study how these relationships apply to different games. Peever, Johnson, and Gardner (2012) investigated the preferences for game genres based on the player's five-factor personality traits. Fang, Chan, and Nair (2009) proposed a motivational model of videogame engagement, which suggests that game play enjoyment is the result of a fit between the characteristics of the player and elements of the game. ...
Article
Full-text available
Typologies for understanding players’ preferences toward different gameplay styles have gained popularity in research. However, attempts to model players’ preferences are based on type models instead of trait models, contrary to the latest personality research. One such model, BrainHex, was designed as an interim model to enable investigations toward a definitive player trait model. However, it lacks empirical validation in support of its psychometric properties. The present work analyzed a dataset with over 50,000 respondents to devise a player traits model based off the BrainHex scale. Results indicate three player traits: action, esthetic, and goal orientation. Furthermore, we analyzed the games listed by participants as examples of what they enjoy, to understand which factors influence player preferences. Results illustrate that the emergent player traits and participants’ genders and attitudes toward story can partially explain player preferences toward certain games. Finally, we present the implications toward a definitive player traits model.
... Research on gameplay motivations has shown that players have diverse personal preferences regarding how and what they play [20,33,44]. Researchers have developed player type models [20,27] or gamer motivation scales [43,44] to capture the diverse styles of play exhibited by different players. ...
Conference Paper
Full-text available
Several studies have developed models to explain player preferences. These models have been developed for digital games; however, they have been frequently applied in gameful design (i.e., designing non-game applications with game elements) without empirical validation of their fit to this different context. It is not clear if users experience game elements embedded in applications similarly to how players experience them in games. Consequently, we still lack a conceptual framework of design elements built specifically for a gamification context. To fill this gap, we propose a classification of eight groups of gameful design elements produced from an exploratory factor analysis based on participants' self-reported preferences. We describe the characteristics of the users who are more likely to enjoy each group of design elements in terms of their gender , age, gamification user type, and personality traits. Our main contribution is providing an overview of which design elements work best for what demographic clusters and how we can apply this knowledge to design effective gameful systems.
... Similarly, Jeng and Teng [19] found a relation between personality traits and preferences for different playing styles. Likewise, Peever et al. [28] found significant correlations between personality traits and players' preferences for particular game genres. Moreover, McMahon et al. [22] investigated the relation of the five-factor personality traits with the player types of the DGD1 model. ...
Conference Paper
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Player preferences for different gaming styles or game elements has been a topic of interest in human-computer interaction for over a decade. However, current models suggested by the extant literature are generally based on classifying abstract gaming motivations or player archetypes. These concepts do not directly map onto the building blocks of games, taking away from the utility of the findings. To address this issue, we propose a conceptual framework of player preferences based on two dimensions: game elements and game playing styles. To investigate these two concepts, we conducted an exploratory empirical investigation of player preferences, which allowed us to create a taxonomy of nine groups of game elements and five groups of game playing styles. These two concepts are foundational to games, which means that our model can be used by designers to create games that are tailored to their target audience. In addition, we demonstrate that there are significant effects of gender and age on participants' preferences and discuss the implications of these findings.
... It is highly unlikely that the results are generalizable to more hardcore gamers or those experiencing problems with their gaming. Future research should include an examination of whether personality factors have any relationship with particular structural characteristics (as has been suggested by Peever, Johnson, and Gardner [61]). For instance, it could be that extraverts prefer playing social video games whereas introverts may prefer solo standalone video games. ...
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Purpose of review: There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in the field to date. Recent findings: The paper examines a number of areas including (i) similarities in structural characteristics of gambling and video gaming, (ii) structural characteristics in video games, (iii) narrative and flow in video games, (iv) structural characteristic taxonomies for video games, and (v) video game structural characteristics and game design ethics. Many of the studies carried out to date are small-scale, and comprise self-selected convenience samples (typically using self-report surveys or non-ecologically valid laboratory experiments). Summary: Based on the small amount of empirical data, it appears that structural features that take a long time to achieve in-game are the ones most associated with problematic video game play (e.g., earning experience points, managing in-game resources, mastering the video game, getting 100% in-game). The study of video games from a structural characteristic perspective is of benefit to many different stakeholders including academic researchers, video game players, and video game designers, as well as those interested in prevention and policymaking by making the games more socially responsible. It is important that researchers understand and recognize the psycho-social effects and impacts that the structural characteristics of video games can have on players, both positive and negative.
... The FFM highlights five personality traits: Extraversion, Openness, Neuroticism, Conscientiousness, Agreeableness, and see Table 2. The FFM has been used by several HCI and game researchers, e.g., to understand gameplay motivation [31,33,54] and game preference [56,65]; to understand the effect of different game controller [7], game elements [32], and need fulfillment in an online game. Despite this wide adoption of personality traits by HCI researchers, there is limited research on how to tailor persuasive technologies and persuasive games in particular to various personalities. ...
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Persuasive games and gamified systems are effective tools for motivating behavior change using various persuasive strategies. Research has shown that tailoring these systems can increase their efficacy. However, there is little knowledge on how game-based persuasive systems can be tailored to individuals of various personality traits. To advance research in this area, we conducted a large-scale study of 660 participants to investigate how different personalities respond to various persuasive strategies that are used in persuasive health games and gamified systems. Our results reveal that people's personality traits play a significant role in the perceived persuasiveness of different strategies. Conscientious people tend to be motivated by goal setting, simulation, self-monitoring and feedback; people who are more open to experience are more likely to be demotivated by rewards, competition, comparison, and cooperation. We contribute to the CHI community by offering design guidelines for tailoring persuasive games and gamified designs to a particular group of personalities.
... Although there are different approaches for characterizing players, there is little knowledge about which characterizations are most informative for predicting player experience and for guiding design decisions accordingly. For example, the five-factor model (FFM), an approach of describing personality according to five traits [14], is a robust and well-studied model; however, personality has not been shown to be consistently effective in predicting player experience [e.g., 5,12,13,21,27]. In an attempt to uncover candidates for "robust traits that could be used for a player instrument" [3], Bateman and Nacke created the BrainHex model [17], which characterizes people along seven dimensions specific to the game play experience (Achiever, Conqueror, Mastermind, Daredevil, Survivor, Seeker, Socialiser). Although BrainHex has successfully been used in some game studies (e.g., to model how different types of players respond to various persuasive strategies in serious games [18]), it is not as stable, as theoretically grounded, or as well studied as the FFM. ...
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People are drawn to play different types of videogames and find enjoyment in a range of gameplay experiences. Envisaging a representative game player or persona allows game designers to personalize game content; however, there are many ways to characterize players and little guidance on which approaches best model player behavior and preference. To provide knowledge about how player characteristics contribute to game experience, we investigate how personality traits as well as player styles from the BrianHex model moderate the prediction of player motivation with a social network game. Our results show that several player characteristics impact motivation, expressed in terms of enjoyment and effort. We also show that player enjoyment and effort, as predicted by our models, impact players’ in-game behaviors, illustrating both the predictive power and practical utility of our models for guiding user adaptation.
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Increased participation in activities has been associated with improved positive mental health outcomes. However, there is much debate regarding the net effects of video games on individuals. Typified as a socially isolating activity, many games inherently contain socialization within the environment with game-generated characters or other players. Coinciding with the time of the initial pandemic/quarantine period was the release of a popular socializing and life simulation game, Animal Crossing: New Horizons. We investigated whether participation in this game was related to emotional outcomes associated with pandemics (e.g., loneliness and anxiety). The relationship between deleterious mental health and social gaming, amid a time of enforced reduction in socializing, would allow us to isolate the impact of the introduction of a social video game on improving the quality of life for players of this game. Participants ( n = 1053) were asked about their time spent playing video games via an online survey, their socialization in game play, loneliness, and anxiety. We predicted that participants with higher levels of social interaction within the game would report less loneliness and anxiety. Utilizing multiple linear regression analyses, the research found that increased gaming and related activities were predictive of higher anxiety and somewhat related to increased loneliness. However, increased visits to another island were associated with lower levels of loneliness. As such, players may be utilizing gaming as a coping mechanism for anxiety. This research may inform generalized research regarding the influence that social games may have on feelings of loneliness and anxiety.
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The purpose of this study was to investigate the relationships between gameplay enjoyment, gaming goal orientations, and individual characteristics. A total of 301 participants were surveyed and the data were analyzed using structural equation modeling. This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game design features that influence player enjoyment. Furthermore, a 3x2 Gaming Goal Orientations model was established with six dimensions that describe players' motivations for gaming. In addition, players' individual characteristics were used to predict gameplay enjoyment in the GEM-Individual Characteristics model. The six Gaming Goal Orientations dimensions were the strongest predictors, while the commonly used gender and hours played per week variables failed to predict enjoyment. The results of this study enable important work to be conducted surrounding gameplay experiences and individual characteristics. Ultimately, it is believed that the Gameplay Enjoyment Model, Gaming Goal Orientations, and the GEM-Individual Characteristics model will be useful tools for researchers and designers who seek to create effective gameplay experiences that meet the needs of players.
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Introduction: Previous studies on internet gaming disorder (IGD) have reported an association between personality traits and impulsive or problematic use of the internet or internet games, but the results obtained were inconsistent. Our study’s hypothesis was that personality traits are associated with the individual’s choice to play internet games, and psychological status of the individual is associated with seeking treatment for addictive behavior at a hospital. Method: In the current study, individuals who reported excessive internet gaming and visited the hospital for treatment were enrolled and defined as the problematic internet gaming group; through advertisement, additional 138 individuals who were frequent gamers and 139 who were infrequent gamers were recruited. In a multiple logistic regression analysis of all participants’ data, a discrete set of hierarchical variables, with gaming preference (frequent gamers + problematic gamers) or problematic internet gaming as the dependent variable, was added to the demographic factors for model 1, personality traits for model 2, and psychological state for model 3. Results: Temperament was a potential factor associated with internet gaming preference. Additionally, model 2, which comprised both demographic factors and personality traits, was a significant factor to enhance the predictability of internet gaming preference with maximum accuracy of 96.7%. Of the three models in the current study, model 2 and model 3 with combined model 2 and patient’s psychological status were associated with problematic internet gaming. Discussion: The current study indicated that personality traits were potential factors associated with the individual’s preference for gaming. In addition, abnormal psychological status, especially, depressive mood and attention deficit, may lead individuals with problematic internet gaming to seek treatment at the hospital.
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This paper presents the early-stage user workshop findings and subsequent design of a game-based learning approach to entrepreneurship. The specific context is to address the dual-career training needs of athletes, as part of a large-scale European online course (MOOC). An interactive card-based activity was used within a small scale focus group, with the purpose of enabling dialogue between end-users (n = 11), as to elicit their experiences of using games for understanding athletes’ dual career training needs. Initial findings from this exercise was a suggestion that quantifiable performance indicators (scores, points, achievements) could be preferable to less quantifiable measures (e.g. narrative progression, or multiple scenario outcomes). Establishing meaning, sense-of-purpose, and identity within the game were also highlighted as desirable features by the focus group, when compared to other options as detailed in this paper. The subsequent prototype of the game is presented, with reference to these findings.
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While the most used method to model the learner’s personality is the self-report using questionnaires, this study presents and validates a newly developed framework for implicitly modeling the learners’ personalities within a game-based learning environment using their gaming behaviors. This framework is based on an online role-playing game for teaching the computer architecture subject and a learning analytics system. To evaluate the efficiency of the proposed framework, an experiment was conducted with forty four participants (34 learners and 11 teachers) in a Tunisian University. The obtained results showed that this framework has a high accuracy level in correctly modeling both the extraversion and openness personality dimensions. In addition, these results highlighted a “good” and “moderate” agreement degree in modeling the extraversion and openness personality dimensions respectively compared to the Big Five Inventory (BFI). The findings of this study can advance research in game-based learning and educational psychology by developing environments which can be used for both learning and modeling learners’ personalities instead of using questionnaires.
Conference Paper
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Four studies apply self-determination theory (SDT; Ryan & Deci, 2000) in investigating motivation for computer game play, and the effects of game play on well-being. Studies 1–3 examine individuals playing 1, 2 and 4 games, respectively and show that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in well-being pre- to post-play. Competence and autonomy perceptions are also related to the intuitive nature of game controls, and the sense of presence or immersion in participants’ game play experiences. Study 4 surveys an on-line community with experience in multi-player games. Results show that SDT’s theorized needs for autonomy, competence, and relatedness independently predict enjoyment and future game play. The SDT model is also compared with Yee’s (2005) motivation taxonomy of game play motivations. Results are discussed in terms of the relatively unexplored landscape of human motivation within virtual worlds.
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When time is limited, researchers may be faced with the choice of using an extremely brief measure of the Big-Five personality dimensions or using no measure at all. To meet the need for a very brief measure, 5 and 10-item inventories were developed and evaluated. Although somewhat inferior to standard multi-item instruments, the instruments reached adequate levels in terms of: (a) convergence with widely used Big-Five measures in self, observer, and peer reports, (b) test–retest reliability, (c) patterns of predicted external correlates, and (d) convergence between self and observer ratings. On the basis of these tests, a 10-item measure of the Big-Five dimensions is offered for situations where very short measures are needed, personality is not the primary topic of interest, or researchers can tolerate the somewhat diminished psychometric properties associated with very brief measures.
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The authors propose that the experience of flow (Csikszentmihalyi, 2000) as reflected in the deep involvement in an activity perceived as intrinsically rewarding represents a regulatory compatibility experience. The research addresses the notion that the compatibility of critical person (e.g., skills) and environmental factors (e.g., demands) involved in a given activity elicits subjective experiences that render the respective activity rewarding. Two studies are reported that investigate the consequences of compatibility of skills and task demands during task engagement. Departing from correlational research, the present studies employ a newly developed experimental paradigm to document the causal impact of such a skills/demands compatibility on the emergence of flow. Experiment 2 revealed that individuals characterized by a strong habitual action-orientation were most sensitive to the manipulation of the skills-demands compatibility.
Digital Australia 2012. Interactive Games and Entertainment Association
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Playing With Fire: How Do Computer Games Influence the Player? (International Clearinghouse on Children
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A look at the $65 billion video games industry
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Interactive Games and Entertainment Association
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Brand, J. 2012. Digital Australia 2012. Interactive Games and Entertainment Association. Bond University: Gold Coast.
Playing with Fire -How do computer games affect the player?
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