Skip to main content
Erschienen in: The Computer Games Journal 1-2/2015

01.06.2015

Fun and Games: Player Profiles

verfasst von: Rafael Marques de Albuquerque, Francisco Antonio Pereira Fialho

Erschienen in: The Computer Games Journal | Ausgabe 1-2/2015

Einloggen

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

This paper presents findings about player preferences regarding characteristics of gaming experiences. It describes a quantitative investigation employing a survey with 27 items as a basis to categorise players in profiles, and it shows how the fun factors represented by the survey items relate to each other. The survey was applied to 634 students in Florianópolis (Brazil). A factorial analysis method was used to understand how the fun factors are associated with one other in the players’ opinions, and it generated six dimensions of fun, every one of which can be described as a way to have fun: (1) Improvement, (2) Distinction, (3) Immersion, (4) Decoration, (5) Empathy, and (6) Grotesque. A cluster analysis method was used to divide players into eight profiles, every one of which describes the preferences of a group of players who declared to have fun with similar aspects. The profiles were named as: (1) Competitive and Enthusiastic; (2) Competitive and Selfish; (3) Competitive and Overcoming; (4) Immersed in the Beauty; (5) Immersed and Selfish; (6) Distracted and Uninterested; (7) Quitters; and, (8) Friendly and Overcoming. The results are a useful source to reflect on game design and fun, and to consider topics such as violence, verisimilitude, distraction, socialization, as well as the multiplicity of modes of engagement with digital game.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
Zurück zum Zitat Barendregt, W., Bekker, M. M., & Speerstra, M. (2003). Empirical evaluation of usability and fun in computer games for children. In M. Rauterberg, (Ed.) Human-computer interaction: INTERACT’03 (pp. 705–708). IOS Press, (c) IFIP. Barendregt, W., Bekker, M. M., & Speerstra, M. (2003). Empirical evaluation of usability and fun in computer games for children. In M. Rauterberg, (Ed.) Human-computer interaction: INTERACT’03 (pp. 705–708). IOS Press, (c) IFIP.
Zurück zum Zitat Bilgihan, A., Cobanoglu, C., Nusair, K., Okumus, F., & Bujisic, M. (2013). A quantitative study exploring the difference between gaming genre preferences. The Computer Games Journal, 2(1), 19–40.CrossRef Bilgihan, A., Cobanoglu, C., Nusair, K., Okumus, F., & Bujisic, M. (2013). A quantitative study exploring the difference between gaming genre preferences. The Computer Games Journal, 2(1), 19–40.CrossRef
Zurück zum Zitat Burgess, M. C. R., Stermer, S. P., & Burgess, S. R. (2007). Sex, lies, and video games: The portrayal of male and female characters on video game covers. Sex Roles, 57(5–6), 419–433.CrossRef Burgess, M. C. R., Stermer, S. P., & Burgess, S. R. (2007). Sex, lies, and video games: The portrayal of male and female characters on video game covers. Sex Roles, 57(5–6), 419–433.CrossRef
Zurück zum Zitat Butler, J. (1990). Gender trouble: Feminism and the subversion of identity. New York: Routledge. Butler, J. (1990). Gender trouble: Feminism and the subversion of identity. New York: Routledge.
Zurück zum Zitat Caillois, R. (1961). Man, play, and by Meyer Barash (p. 208). New York: Free Press of Glencoe. Caillois, R. (1961). Man, play, and by Meyer Barash (p. 208). New York: Free Press of Glencoe.
Zurück zum Zitat Calleja, G. (2007). Digital game involvement: A conceptual model. Game and Culture, 2(3). Retrieved February 10, 2011. Calleja, G. (2007). Digital game involvement: A conceptual model. Game and Culture, 2(3). Retrieved February 10, 2011.
Zurück zum Zitat Carruthers, J. (2012). A balanced analysis of the evidence for the effects of violent video games on social behaviour. The Computer Games Journal, 1(2), 5–15.CrossRef Carruthers, J. (2012). A balanced analysis of the evidence for the effects of violent video games on social behaviour. The Computer Games Journal, 1(2), 5–15.CrossRef
Zurück zum Zitat Cruz, D. M., Ramos, D. K., & Albuquerque, R. M. (2012). Jogos eletrônicos e aprendizagem: o que as crianças e os jovens têm a dizer? Contrapontos, 12(1), 87–96. Cruz, D. M., Ramos, D. K., & Albuquerque, R. M. (2012). Jogos eletrônicos e aprendizagem: o que as crianças e os jovens têm a dizer? Contrapontos, 12(1), 87–96.
Zurück zum Zitat Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. USA: Harper & Row Publishers. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. USA: Harper & Row Publishers.
Zurück zum Zitat Desurvire, H., & Wiberg, C. (2009). Game usability heuristics (play) for evaluating and designing better games: The next iteration. Online Communities and Social Computing, 56(21). Retrieved in February 10, 2011. Desurvire, H., & Wiberg, C. (2009). Game usability heuristics (play) for evaluating and designing better games: The next iteration. Online Communities and Social Computing, 56(21). Retrieved in February 10, 2011.
Zurück zum Zitat Dill, K. E., & Thill, K. P. (2007). Video game characters and the socialization of gender roles: Young people’s perceptions mirror sexist media depictions. Sex Roles, 57(11–12), 851–864.CrossRef Dill, K. E., & Thill, K. P. (2007). Video game characters and the socialization of gender roles: Young people’s perceptions mirror sexist media depictions. Sex Roles, 57(11–12), 851–864.CrossRef
Zurück zum Zitat Eglesz, D., Fekete, I., Kiss, O. E., & Izsó, L. (2005). Computer games are fun? On professional games and players’ motivations. Educational Media International, 42(2). Retrieved in February 10, 2011. Eglesz, D., Fekete, I., Kiss, O. E., & Izsó, L. (2005). Computer games are fun? On professional games and players’ motivations. Educational Media International, 42(2). Retrieved in February 10, 2011.
Zurück zum Zitat Fullerton, T. (2008). Game design workshop: A playcentric approach to creating innovative games (2nd ed.). USA: Elsevier.CrossRef Fullerton, T. (2008). Game design workshop: A playcentric approach to creating innovative games (2nd ed.). USA: Elsevier.CrossRef
Zurück zum Zitat Greenberg, B. S., Sherry, J., Lachlan, K., Kristen, L., & Holmstrom, A. (2010). Orientation to video games among gender and age groups. Simulation and Gaming, 41(2). Retrieved in February 10, 2011. Greenberg, B. S., Sherry, J., Lachlan, K., Kristen, L., & Holmstrom, A. (2010). Orientation to video games among gender and age groups. Simulation and Gaming, 41(2). Retrieved in February 10, 2011.
Zurück zum Zitat Hamlen, K. R. (2011). Children’s choices and strategies in video games. Computers in Human Behavior, 27(1), 532–539.CrossRef Hamlen, K. R. (2011). Children’s choices and strategies in video games. Computers in Human Behavior, 27(1), 532–539.CrossRef
Zurück zum Zitat Hanna, L., Neapolitan, D., & Risden, K. (2004). Evaluating computer game concepts with children. MD, USA: IDC Hanna, L., Neapolitan, D., & Risden, K. (2004). Evaluating computer game concepts with children. MD, USA: IDC
Zurück zum Zitat Hoffman, B. & Nadelson, L. (2010). Motivational engagement and video gaming: a mixed methods study. Education Technology Research, 58(1). Retrieved in February 10, 2011. Hoffman, B. & Nadelson, L. (2010). Motivational engagement and video gaming: a mixed methods study. Education Technology Research, 58(1). Retrieved in February 10, 2011.
Zurück zum Zitat Inal, Y., & Cagiltay, K. (2007). Flow experiences of children in an interactive social game environment. British journal of Educational Technology, 38(3). Retrieved in February 10, 2011. Inal, Y., & Cagiltay, K. (2007). Flow experiences of children in an interactive social game environment. British journal of Educational Technology, 38(3). Retrieved in February 10, 2011.
Zurück zum Zitat Johnson, S. (2005). Everything bad is good for you: How today’s popular culture is actually making us smarter. New York: Riverhead Books. Johnson, S. (2005). Everything bad is good for you: How today’s popular culture is actually making us smarter. New York: Riverhead Books.
Zurück zum Zitat Jones, G. (2002). Killing monsters: Why children need fantasy, super heroes, and make-believe violence. New York: Basic Books. Jones, G. (2002). Killing monsters: Why children need fantasy, super heroes, and make-believe violence. New York: Basic Books.
Zurück zum Zitat Kiili, K. (2005). On educational game design: Building blocks of flow experience. Tampere, Finland: Tampere University of Technology Publication. Kiili, K. (2005). On educational game design: Building blocks of flow experience. Tampere, Finland: Tampere University of Technology Publication.
Zurück zum Zitat Koster, R. (2005). A theory of fun for game design. Scottsdale, Arizona: Paragliph Press. Koster, R. (2005). A theory of fun for game design. Scottsdale, Arizona: Paragliph Press.
Zurück zum Zitat Malone, T., & Lepper, M. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. Snow & M. Farr (Eds.), Aptitude, learning, and instruction: III conative and affective process analyzes (pp. 223–253). Hillsdale: Erlbaum. Malone, T., & Lepper, M. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. Snow & M. Farr (Eds.), Aptitude, learning, and instruction: III conative and affective process analyzes (pp. 223–253). Hillsdale: Erlbaum.
Zurück zum Zitat Mäyrä, F. (2008). An introduction to game studies: Games in culture. Padstow, Cornwall: Sage Publications. Mäyrä, F. (2008). An introduction to game studies: Games in culture. Padstow, Cornwall: Sage Publications.
Zurück zum Zitat Poole, S. (2000). Trigger happy: Videogames and the entertainment revolution. New York: Arcade Publishing. Poole, S. (2000). Trigger happy: Videogames and the entertainment revolution. New York: Arcade Publishing.
Zurück zum Zitat Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill. Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Zurück zum Zitat Read, H. (1965). The origins of form in art. London: Thames and Hudson. Read, H. (1965). The origins of form in art. London: Thames and Hudson.
Zurück zum Zitat Reid, G. (2012). Motivation in video games: A literature review. The Computer Games Journal, 1(2), 70–81.CrossRef Reid, G. (2012). Motivation in video games: A literature review. The Computer Games Journal, 1(2), 70–81.CrossRef
Zurück zum Zitat Salen, K., & Zimmerman, E. (2004). Rules of play: Design fundamentals. Cambridge, MA: The MIT Press. Salen, K., & Zimmerman, E. (2004). Rules of play: Design fundamentals. Cambridge, MA: The MIT Press.
Zurück zum Zitat Schuytema, P. (2006). Game design: A practical approach (Game Development Series). Rockland, MA: Charles River Media, Inc. Schuytema, P. (2006). Game design: A practical approach (Game Development Series). Rockland, MA: Charles River Media, Inc.
Zurück zum Zitat Scott, J. W. (1986). Gender: A useful category of historical analysis. The American Historical Review, 91(5), 1053–1075.CrossRef Scott, J. W. (1986). Gender: A useful category of historical analysis. The American Historical Review, 91(5), 1053–1075.CrossRef
Zurück zum Zitat Squire, K. (2003) Video games in education. International Journal of Intelligent Simulations and Gaming, 1(2). Retrieved in February 10, 2011. Squire, K. (2003) Video games in education. International Journal of Intelligent Simulations and Gaming, 1(2). Retrieved in February 10, 2011.
Zurück zum Zitat Sweetser, P. & Wyeth, P. (2005) Game flow: A model for evaluating player enjoyment in games. Computers in Entertainment, 3(3). Retrieved in February 10, 2011. Sweetser, P. & Wyeth, P. (2005) Game flow: A model for evaluating player enjoyment in games. Computers in Entertainment, 3(3). Retrieved in February 10, 2011.
Zurück zum Zitat Westwood, D., & Griffiths, M. D. (2010). The role of structural characteristics in video-game play motivation: A Q-methodology study. Cyberpsychology, Behavior and Social Networking, 13(5), 581–585.CrossRef Westwood, D., & Griffiths, M. D. (2010). The role of structural characteristics in video-game play motivation: A Q-methodology study. Cyberpsychology, Behavior and Social Networking, 13(5), 581–585.CrossRef
Metadaten
Titel
Fun and Games: Player Profiles
verfasst von
Rafael Marques de Albuquerque
Francisco Antonio Pereira Fialho
Publikationsdatum
01.06.2015
Verlag
Springer New York
Erschienen in
The Computer Games Journal / Ausgabe 1-2/2015
Elektronische ISSN: 2052-773X
DOI
https://doi.org/10.1007/s40869-015-0003-y

Weitere Artikel der Ausgabe 1-2/2015

The Computer Games Journal 1-2/2015 Zur Ausgabe

Editorial

Editorial

Premium Partner