Video game uses and gratifications Types of video

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Video game uses and gratifications

Video game uses and gratifications

Types of video game players • “Play theorists have identified a number of types

Types of video game players • “Play theorists have identified a number of types of players, each with a different need that gets met by the type of game they play. ” – Klug & Schell

Types • The Competitor plays to be better than other players. • The Explorer

Types • The Competitor plays to be better than other players. • The Explorer plays to experience the boundaries of the play world. He plays to discover first what others do not know yet. • The Collector plays to acquire the most stuff through the game. • The Achiever plays to not only be better now, but also be better in the rankings over time. He plays to achieve the most championships over time.

 • The Joker plays for the fun alone and enjoys the social aspects.

• The Joker plays for the fun alone and enjoys the social aspects. • The Director plays for the thrill of being in charge. He wants to orchestrate the event. • The Storyteller plays to create or live in an alternate world and build narrative out of that world. • The Performer plays for the show he can put on. • The Craftsman plays to build, solve puzzles, and engineer constructs.

Controlling their environment • Games not only allow players to escape their environment, but

Controlling their environment • Games not only allow players to escape their environment, but to actively become involved in a new environment – Only escape available in most entertainment media • Gamers make up little stories about game characters, increasing the realistic feeling of the game • Control sought is mainly predictability of actions within the game so that the player can anticipate actions of opponents and be assured that random happenings do not undo his own actions

 • MMORPG game players tend to be Achiever/Collectors • “These people tend to

• MMORPG game players tend to be Achiever/Collectors • “These people tend to view MMORPG games as a way to gain control in an alternative universe that is “sort of” like the one they actually live in, but is much more predictable. This forms an alternative to the world they live in, which feels (to them) random, heartless, and insensitive to their needs. ”

 • Control players want order so much that they are willing to give

• Control players want order so much that they are willing to give up narrative logic for predictability

Vicarious experience • Participants are attracted to the ability to “experience a universe they

Vicarious experience • Participants are attracted to the ability to “experience a universe they may have only imagined” – Fantasy games – History games • Storytellers are attracted by this possibility • Storytellers often want to see “what would have happened if—” – “What if Stonewall Jackson had not been killed 2 months earlier and Lee had him at his side in [the battle of Gettysburg]?

Vicarious experience • Sports games are also popular for this gratification—especially those that allow

Vicarious experience • Sports games are also popular for this gratification—especially those that allow for team management and strategy

Other lives • “Similar to Storytellers, these players have a lot in common with

Other lives • “Similar to Storytellers, these players have a lot in common with those who enjoy traditional media such (as) books and movies. They often play games to escape into an alternate reality, to see and explore and interact with every nook and cranny of that reality. ” – Having control over the environment is not as important has having the environment seem real and fleshed out – They expect random events, even want them (so long as they fit with the scenario) • Volcanoes – Scenarios can be designed to allow for role playing, collection of artifacts, rebuilding after disasters, etc. – Explorers, Collectors, Performers, and Craftsmen

People play to compete • “The stereotype is hardcore, frag-minded, trash -talking, head-to-head gamers

People play to compete • “The stereotype is hardcore, frag-minded, trash -talking, head-to-head gamers playing Doom or Quake on the Internet and bragging about their conquests afterwards. ” – “Competitive games give people a way to express their combative, aggressive tendencies in a safe, socially acceptable way. ” – The player wants to establish a pecking order – This group may be maladjusted socially • Engineers

 • “Their success in games many times is a substitute for social acceptance

• “Their success in games many times is a substitute for social acceptance and success in the real world. Let us be clear that we are talking about the extremes in these cases. ” • Similar to those who play competitive real-life sports for “the adrenaline rush of competition and the need to establish dominance in some arena. ” – The environment must be organized • Standings, ladders, rankings

Exploring fantasy relationships • Explorer, Joker, Director, Storyteller, Performer • Much as the appeal

Exploring fantasy relationships • Explorer, Joker, Director, Storyteller, Performer • Much as the appeal of romance novels (women) or pornography (men) • Not really well developed in gaming field yet • RPGs closest • Women are attracted by the possibilities of romantic relationships • “Even if the game designer does not explicitly deal with romance in the story, the female gamers will invent it in their own head. ” • Chat rooms, etc. have been much more involved in ‘cyber-sex’ – Note: Japanese development of sex games has been significant