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