ABSTRACT
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.
Acknowledgments
The authors would like to thank Chris Bateman and International Hobo for kindly providing access to the original BrainHex survey dataset. We would also like to thank Anson Ho for his help with data filtering, Melissa Stocco for her help in previous versions of this manuscript, and the reviewers for their valuable suggestions to improving this manuscript.
Additional information
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Notes on contributors
Gustavo Fortes Tondello
Gustavo Fortes Tondello, M.Sc., is working toward his Ph.D. at the Cheriton School of Computer Science, University of Waterloo, Canada. His main interests include gamification and games for health, wellbeing, and learning. His research investigates topics related to design, evaluation, and personalization of serious games and gameful applications. See blog.gamefulbits.com.
Deltcho Valtchanov
Deltcho Valtchanov is a postdoctoral researcher with a background in virtual reality, human visual perception, and cognitive and behavioral neuroscience. His projects focus on the gamification of digital archives and in exploring how visual processing of scenes and user interfaces may influence the esthetics and coherence of interactive media.
Adrian Reetz
Adrian Reetz is working as a postdoctoral researcher at the Games Institute at University of Waterloo. He researches the effectiveness of games on people’s engagement with meditation and mindfulness exercises. Other research interests include exploiting cognitive disconnect in virtual realities and measuring the effect of stressors on motor performance.
Rina R. Wehbe
Rina R. Wehbe, M.Sc., is working toward her Ph.D. at the Cheriton School of Computer Science and co-affiliated with the Games Institute at University of Waterloo. Her research focuses on error feedback for the novice and expert user. Other interests include games for health, social and affective computing. See rinawehbe.com.
Rita Orji
Rita Orji is an assistant professor at Dalhousie University, Canada. Previously, she was a Banting Postdoctoral Fellow at the University of Waterloo, Canada. Her research includes personalization, user modeling, persuasive technologies, and games for change. She is passionate about investigating mechanisms for designing persuasive games to increase their effectiveness.
Lennart E. Nacke
Lennart E. Nacke is an Associate Professor for Human–Computer Interaction and Game Design at the University of Waterloo. He investigates cognitive and emotional aspects of video games to understand their effects. Dr. Nacke designs, researches, and develops gameful and motivating software to improve people’s physical fitness and mental wellbeing.