So I recently graduated an I can now make my finished dissertation available to the public. I know some people are going to wonder about the games that I made as part of Study 2. I will be posting videos with side by side comparisons of the Competitor and Fantasizer versions as soon as I get a chance. Otherwise, here is a good resource if you ever need something to help you sleep 🙂 Abstract below and a link to the pdf at the bottom.
VIDEO GAME PLAYER PROFILES:
BRIDGING INDUSTRY, GAME STUDIES AND SOCIAL SCIENCE PERSPECTIVES
For decades, game designers and game studies experts have largely sought to understand video game players through a lens of experience and observation. Meanwhile, social science research has focused on the empirical understanding of video game players using a variety of psychological constructs. This study focuses on the creation and evaluation of Player Profiles, a theoretical framework which builds upon both the experience and knowledge of game designers and game studies academics with the empirical research of social scientists. This bridge establishes seven different Player Profiles: Competitor, Explorer, Socializer, Challenger/ Achiever, Escaper, and Stimulation Seeker. Two studies are presented, investigating the validity of the Player Profile Framework and examining its potential use in game design to increase learning and engagement in educational games for adolescents. A large scale survey of adults and small scale survey of adolescents were conducted. Participants completed validated measures of goal orientation, personality aspects, and video game uses and gratification. Additional questionnaires included the Player Profile Questionnaire (PPQ) and a measure of preferred video game features. A model-based cluster analysis of the adult sample revealed implications for cultural differences in player profiles as well as indications that players exhibit multiple player profiles. Analysis of the PPQ establishes the first significant empirical link between game design experience and the psychological constructs examined, also revealing a consistency between adolescents and adults. A second study asked adolescents from study 1 to play two learning games, each featuring prominent game design features intended for a specific profile, Competitor or Fantasizer. Although results were mixed, players who met the criteria for the Fantasizer profile scored significantly higher on the posttest of the Force Fantasy game than those who did not. Results establish the potential of the Player Profile Framework and create a foundation for future research.
Frye_Dissertation_Video Game Player Profiles
Feedback and Questions Certainly Welcome.
Media and Games Network (MAGNET) coming to NYU
NYU is creating a new space where all their game related students and faculty can work together. It really is amazing. When I was taking classes, I would have to take some with Steinhardt, some with Tisch, and volunteer at the Game Innovation Lab in Brooklyn to try and get as much game related coursework and research coursework as I could. Now, it will all be in one place. Here is a great article about the new collaboration, including a quote from me!
Violent Video Games Review on Kotaku
I wanted to take the time to write a bit about violent games research, as I have read a ton of the research (including most of Bushman’s and Ferguson’s works) and written numerous literature reviews on the subject. But honestly, I am sick of it, sick of having to explain it, and tired of people going crazy over violent video games. However, anyone that is interested, here is a good place to go and learn.
My opinion on the subject as a psychologist (formerly in schools) and game researcher:
Violent video games are a risk factor. Combined with a lot of other risk factors like trait hostiliy, mental illness, abuse, substance use, family problems, etc., it can contribute to violence. For the average person, it has virtually no negative effect whatsoever.
Link to article
League of Legends (Photo credit: Wikipedia)
I had to post this. It is great seeing other psychologists getting to exhibit their craft in video games in a positive way. I think more and more game dev teams will start hiring psychologists not only for player modeling, but for design expertise as well.
Gamasutra – News – League of Legends: Changing bad player behavior with neuroscience.
So I finally have part 1 of my dissertation study on Player Profiles, the online adult survey, ready to go. If you wish to participate and help me out, please go to the link below. It takes about 15-20 minutes and there are no risks associated with participation.
Player Profile Survey
An article I contributed to was recently published online for Computers in Human Behavior. This plays a little bit on my dissertation research on player types but not in the same way that I am attempting.
Gender and player characteristics in video game play of preadolescents
- Bruce D. Homera, , ,Elizabeth O. Haywardb, ,Jonathan Fryeb, ,Jan L. Plassb,
The present study explores the relation among different characteristics of preadolescents and their video game habits and preferences. Specifically, the predictive power of age, gender, and psychological adjustment on time spent playing video games and game preference was explored. Children ages 10–15 were given two surveys: a video game habits survey and the BASC-II self-report assessment of personality. Results confirm previous findings of significant gender differences in both time spent playing video games and game type preference. For preadolescents, males were found to spend more time overall playing video games, but for both males and females time spent playing increased with age. No relation was found between time spent playing video games and negative psychological adjustment, as assessed by the BASC-II. Game type preference was predicted by several psychological characteristics. For example, females’ positive feelings about the self were associated with increased likelihood of electing First Person Shooters as a favored game type, and males’ internalizing difficulties were associated with decreased likelihood of electing Massively Multiplayer Online Role Playing Games (MMORPGs). The current findings confirm previous results with preadolescents, an under-studied age group, and lend novel insight into the psychological processes that contribute to video game preference.
For anyone that is interested, this is one of the many research projects I am working on this semester. Pretty cool stuff!
Scoop! — Using Game Gestures to Reduce Math Anxiety – YouTube.