David Finkel Computer Science and IMGD John Wilkes

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

David Finkel Computer Science and IMGD John Wilkes Social Science and Policy Studies Interactive Media and Game Development 1

The Main Idea • There are well-established statistics on the distribution of Myers Briggs

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!!! Interactive Media and Game Development 2

A Zen Story about Game Design Five wise, blind elephants were discussing what humans

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. Interactive Media and Game Development 3

Audience Models • Previous approaches: – The EA Audience Model – International Hobo Model

Audience Models • Previous approaches: – The EA Audience Model – International Hobo Model (2000) – Market Vectors • MBTI • DGD 1 (Demographic Game Design 1, developed by International Hobo) Interactive Media and Game Development 4

The EA Audience Model Interactive Media and Game Development 5

The EA Audience Model Interactive Media and Game Development 5

International Hobo Model (2000) Interactive Media and Game Development 6

International Hobo Model (2000) Interactive Media and Game Development 6

Market Vector Interactive Media and Game Development 7

Market Vector Interactive Media and Game Development 7

MBTI Interactive Media and Game Development 8

MBTI Interactive Media and Game Development 8

MBTI Dichotomies • • Extraversion (E) vs. Introversion (I) Sensing (S) vs. i. Ntuition

MBTI Dichotomies • • Extraversion (E) vs. Introversion (I) Sensing (S) vs. i. Ntuition (N) Thinking (T) vs. Feeling (F) Judging vs. Perceiving (P) Interactive Media and Game Development 9

Representative Jobs • • INTJ: Scientist, computer programmer, mathematician ISTP: Artisan, race car driver,

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 Interactive Media and Game Development 10

Demographic Game Design 1 (DGD 1) • • Developed by International Hobo (2004) Based

Demographic Game Design 1 (DGD 1) • • 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 Interactive Media and Game Development 11

Type of Game Players and MBTI • Type 1 Conqueror – TJ: ISTJ, INTJ,

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

Hardcore vs. Casual • Hardcore – – Buy and play many games Enjoy a

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 Interactive Media and Game Development 13

Type 1: Conqueror • • • Winning, beating the game, domination Enjoys giving advice

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 Interactive Media and Game Development 14

Type 2: Manager • • • Prefer strategy or tactical challenges Mastery: learning how

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 Interactive Media and Game Development 15

Type 3: Wanderer • Looking for enjoyment or interesting experience, instead of a challenge

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 Interactive Media and Game Development 16

Type 4: Participant • FJ’s are the largest group in the population, but the

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 Interactive Media and Game Development 17

Proportions in the population based on MBTI studies • • Type 1 Conqueror: Type

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

Conclusions • Games are mostly designed for Type 1 and Type 2 players •

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! Interactive Media and Game Development 19

What to do about it • The second half of 21 st Century Game

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

Interactive Media and Game Development 21

Interactive Media and Game Development 21

Interactive Media and Game Development 22

Interactive Media and Game Development 22

Adams’ Suggestions for Game Activities • • Overcoming challenges Exploration Enjoying natural beauty Listening

Adams’ Suggestions for Game Activities • • Overcoming challenges Exploration Enjoying natural beauty Listening to sounds, music Acquiring items (shopping) Learning skills Meeting people Interactive Media and Game Development 23

What about Game Design? • Authors suggest usual market vector • Instead of creating

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 Interactive Media and Game Development 24

Market Vector Interactive Media and Game Development 25

Market Vector Interactive Media and Game Development 25

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

David Finkel Computer Science and IMGD John Wilkes Social Science and Policy Studies Interactive Media and Game Development 26