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David Finkel Computer Science and IMGD John Wilkes Social Science and Policy Studies

David Finkel Computer Science and IMGD John Wilkes Social Science and Policy Studies. The Main Idea. There are well-established statistics on the distribution of Myers Briggs types in the population The authors’ research connects MBTI to game play style

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David Finkel Computer Science and IMGD John Wilkes Social Science and Policy Studies

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  1. David Finkel Computer Science and IMGD John Wilkes Social Science and Policy Studies

  2. The Main Idea • There are well-established statistics on the distribution of Myers Briggs types in the population • The authors’ research connects MBTI to game play style • We are designing games for a very small proportion of the population!!!

  3. A Zen Story about Game Design Five wise, blind elephants were discussing what humans were like. They decided to answer the question by direct experience. The first wise, blind elephant felt the human and declared, “Humans are flat.” The other wise, blind elephants agreed.

  4. Audience Models • Previous approaches: • The EA Audience Model • International Hobo Model (2000) • Market Vectors • MBTI • DGD1 (Demographic Game Design 1, developed by International Hobo)

  5. The EA Audience Model

  6. International Hobo Model (2000)

  7. Market Vector

  8. MBTI

  9. MBTI Dichotomies • Extraversion (E) vs. Introversion (I) • Sensing (S) vs. iNtuition (N) • Thinking (T) vs. Feeling (F) • Judging vs. Perceiving (P)

  10. Representative Jobs • INTJ: Scientist, computer programmer, mathematician • ISTP: Artisan, race car driver, computer programmer • ISFP: Artist, bookkeeper, crisis hotline operator • INTP: Architect, college professor, computer programmer • ESFP: Entertainer, musician, teacher • ENFP: Journalist, clergy, character actor • ENTP: Inventor, venture capitalist, art director • ENFJ: Pedagogue, entertainer, artist

  11. Demographic Game Design 1(DGD1) • Developed by International Hobo (2004) • Based on on-line survey of 400 participants • Survey to determine MBTI • Questionnaire to determine game buying and playing habits, performed cluster analysis • Follow-up study of about 80 participants

  12. Type of Game Players and MBTI • Type 1 Conqueror • TJ: ISTJ, INTJ, ESTJ, ENTJ • Type 2 Manager • TP: ISTP, ISTP,INTP, ENTP, ESTP • Type 3 Wanderer • FP: INFP, ENFP, ISFP, ESFP • Type 4 Participant (?) • FJ: ESFJ, ESFJ, ISFJ, ENFJ, INFJ • Each type further divided into hardcore and casual

  13. Hardcore vs. Casual • Hardcore • Buy and play many games • Enjoy a challenge, game mastery • Longer play sessions • Game play as a lifestyle preference • Casual • Buy fewer games, popular games • Have fun, or immersion in an interesting experience • Shorter play sessions • Game play as another pastime, like TV or movies

  14. Type 1: Conqueror • Winning, beating the game, domination • Enjoys giving advice about games • Hard fun: meaningful challenges • On-line play is attractive / social • Opportunity for advancement (level up / better weapons) • Vocal hardcore: post and argue about games

  15. Type 2: Manager • Prefer strategy or tactical challenges • Mastery: learning how to play well • Open-world games attractive • Steady progress • Less interested in social experience

  16. Type 3: Wanderer • Looking for enjoyment or interesting experience, instead of a challenge • Easy fun • Emotional experience from perception and behavior • If a Type 3 player gets stuck, might turn to a Type 1 or 2 friend for help. • Relatively few games written for this type of player

  17. Type 4: Participant • FJ’s are the largest group in the population, but the smallest group in the survey • They aren’t game players • Very little data • Want to participate in a story or a social grouping. Collaborative • Almost no games for this type of player

  18. Proportions in the population based on MBTI studies • Type 1 Conqueror: 24% • Type 2 Manager: 16% • Type 3 Wanderer: 30% • Type 4 Participant: 30%

  19. Conclusions • Games are mostly designed for Type 1 and Type 2 players • and mostly purchased by hardcore players • These represent perhaps 15% of the population • But most game programmers and game press writers fall in these categories!

  20. What to do about it • The second half of 21st Century Game Design discusses design approaches for different genres of games to appeal to the different types of players • From Ernest Adams’ GDC Talk:

  21. Adams’ Suggestions for Game Activities • Overcoming challenges • Exploration • Enjoying natural beauty • Listening to sounds, music • Acquiring items (shopping) • Learning skills • Meeting people

  22. What about Game Design? • Authors suggest usual market vector • Instead of creating games for different gaming types, create games for all types • Depend on hardcore players to recommend games to casual players

  23. Market Vector

  24. David Finkel Computer Science and IMGD John Wilkes Social Science and Policy Studies

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