[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/2851581.2892399acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
abstract

Player Type Models: Towards Empirical Validation

Published: 07 May 2016 Publication History

Abstract

Player type models -- such as the BrainHex model -- are popular approaches for personalizing digital games towards individual preferences of players. Although several player type models have been developed and are currently used in game design projects, there is still a lack of data on their validity. To close this research gap we currently investigate the psychometric properties (factor structure, reliability, stability) and predictive validity (if player type scores can predict player experience) of the player type model BrainHex in an ongoing project. Results of two online studies (n1=592, n2=243) show that the psychometric properties of the BrainHex model could be improved. We suggest to improve the according questionnaire and sketch how the predictive validity could be investigated in future studies.

References

[1]
Gabriel Barata and Sandra Gama. 2014. Relating gaming habits with student performance in a gamified learning experience. Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, 17-25.
[2]
Richard Bartle. 1999. Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research 1: 1.
[3]
Richard Bartle. 2005. Virtual Worlds: Why People Play. Massively Multiplayer Game Development 2 2: 3-18.
[4]
Chris Bateman and Richard Boon. 2005. 21st Century Game Design (Game Development Series). Charles River Media, Inc., Rockland, MA, USA.
[5]
Chris Bateman, Rebecca Lowenhaupt, and Lennart Nacke. 2011. Player Typology in Theory and Practice. Proceedings of DiGRA 2011 Conference: Think Design Play: 1-24.
[6]
Max Birk, Dereck Toker, Regan Mandryk, and Cristina Conati. 2015. Modeling Motivation in a Social Network Game using Player-Centric Traits and Personality Traits. User Modeling, Adaptation and Personalization, Springer, 18-30.
[7]
Ian Bogost. 200 Persuasive Games: The Expressive Power of Videogames.
[8]
Marc Busch, Elke Mattheiss, Rita Orji, et al. 2015. Personalization in Serious and Persuasive Games and Gamified Interactions. Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, ACM Press, 811-816.
[9]
Deborah Cobb-Clark and Stefanie Schurer. 2012. The stability of big-five personality traits. Economics Letters 115, 1: 11-15.
[10]
Paul Costa and Robert McCrae. 1992. Normal personality assessment in clinical practice: The NEO Personality Inventory. Psychological Assessment 4, 1: 5-13.
[11]
1Juho Hamari and Janne Tuunanen. 2014. Player Types: A Meta-synthesis. Transactions of the Digital Games Research Association 1.
[12]
Michael Lankes, Wolfgang Hochleitner, Daniel Rammer, Marc Busch, Elke Mattheiss, and Manfred Tscheligi. 2015. From Classes to Mechanics. Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, ACM Press, 595-600.
[13]
Andrzej Marczewski. 2014. Gamification User Types 2.0. Retrieved from http://www.gamasutra.com/blogs/AndrzejMarczewski/20131129/205957/Marczewskis_Gamification_User_Types_20.php
[14]
Lennart Nacke, Chris Bateman, and Regan Mandryk. 2011. BrainHex: Preliminary results from a neurobiological gamer typology survey. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 6972 LNCS: 288-293.
[15]
Lennart Nacke, Chris Bateman, and Regan Mandryk. 2014. BrainHex: A neurobiological gamer typology survey. Entertainment Computing 5, 1: 55-62.
[16]
Rita Orji, Julita Vassileva, and Regan Mandryk. 2014. Modeling the efficacy of persuasive strategies for different gamer types in serious games for health. User Modeling and User-Adapted Interaction: 1-46.
[17]
Jason Osborne and Anna Costello. 2005. Best Practices in Exploratory Factor Analysis : Four Recommendations for Getting the Most From Your Analysis. Pract Assess Res Eval 10.
[18]
Tarja Susi, Mikael Johannesson, and Per Backlund. 2007. Serious Games - An Overview. Elearning 73, 10: 28.
[19]
David Watson, Lee a Clark, and Auke Tellegen. 1988. Development and validation of brief measures of positive and negative affect: The PANAS scales. Journal of Personality and Social Psychology 54, 6: 1063-1070.
[20]
Yan Xu, Erika Shehan Poole, Andrew D. Miller, et al. 2012. This is not a one-horse race: understanding player types in multiplayer pervasive health games for youth. Proceedings of the ACM 2012 conference on computer supported cooperative work, ACM Press, 843.
[21]
2Nick Yee, Nicolas Ducheneaut, and Les Nelson. 2012. Online gaming motivations scale: Development and validation. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2803-2806.
[22]
2Nick Yee. 2006. Motivations for play in online games. Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society 9, 6: 772-775.
[23]
Virgil Zeigler-Hill and Sean Monica. 2015. The HEXACO Model of Personality and Video Game Preferences. Entertainment Computing 11: 21-26.

Cited By

View all
  • (2024)Investigating the Implementation and Effects of Personalized Gamification in EducationCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678846(454-457)Online publication date: 14-Oct-2024
  • (2024)An Empirical Study on the Correlation Between BrainHex Gamer Type and Internet Gaming Disorder2024 16th International Conference on Information Technology and Electrical Engineering (ICITEE)10.1109/ICITEE62483.2024.10808304(114-119)Online publication date: 23-Oct-2024
  • (2024)Player Types in Gamified Learning: Conceptualization, Validation, and ProfilingInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2338664(1-19)Online publication date: 15-Apr-2024
  • Show More Cited By

Index Terms

  1. Player Type Models: Towards Empirical Validation

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI EA '16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
    May 2016
    3954 pages
    ISBN:9781450340823
    DOI:10.1145/2851581
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 07 May 2016

    Check for updates

    Author Tags

    1. games
    2. personalization
    3. player type models

    Qualifiers

    • Abstract

    Funding Sources

    • Austrian Research Promotion Agency

    Conference

    CHI'16
    Sponsor:
    CHI'16: CHI Conference on Human Factors in Computing Systems
    May 7 - 12, 2016
    California, San Jose, USA

    Acceptance Rates

    CHI EA '16 Paper Acceptance Rate 1,000 of 5,000 submissions, 20%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

    Upcoming Conference

    CHI 2025
    ACM CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2025
    Yokohama , Japan

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)72
    • Downloads (Last 6 weeks)9
    Reflects downloads up to 17 Jan 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Investigating the Implementation and Effects of Personalized Gamification in EducationCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678846(454-457)Online publication date: 14-Oct-2024
    • (2024)An Empirical Study on the Correlation Between BrainHex Gamer Type and Internet Gaming Disorder2024 16th International Conference on Information Technology and Electrical Engineering (ICITEE)10.1109/ICITEE62483.2024.10808304(114-119)Online publication date: 23-Oct-2024
    • (2024)Player Types in Gamified Learning: Conceptualization, Validation, and ProfilingInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2338664(1-19)Online publication date: 15-Apr-2024
    • (2024) The player traits and gratifications of casual and hardcore players in Harry Potter: Wizards Unite , Ingress , and Pokémon GO Behaviour & Information Technology10.1080/0144929X.2024.2345293(1-24)Online publication date: 26-Apr-2024
    • (2024)Integrating restoration and interactive exploration to enhance cultural heritage through VR storytellingScientific Reports10.1038/s41598-024-72182-914:1Online publication date: 11-Sep-2024
    • (2024)Uncovering the theoretical basis of user typesInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2024.103314190:COnline publication date: 1-Oct-2024
    • (2024)Understanding the failing of social gamification: A perspective of user fatigueElectronic Commerce Research and Applications10.1016/j.elerap.2024.10136964(101369)Online publication date: Mar-2024
    • (2023)Can people’s brainhex type be changed with serious games? Evidence from the banking industryManagement & Marketing10.2478/mmcks-2022-003117:4(565-576)Online publication date: 7-Feb-2023
    • (2023)Relationship between gamer profiles, gaming behavior, sociodemographic characteristics, and big five personality traits among French law studentsBMC Psychology10.1186/s40359-023-01329-611:1Online publication date: 22-Sep-2023
    • (2023)So, Why Do Students Perform Better in Gamified Courses? Understanding Motivational Styles in Educational GamificationJournal of Educational Computing Research10.1177/0735633122112763561:5(927-950)Online publication date: 17-Mar-2023
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media