A Trait Model and Scale of Game Playing Preferences | Karina Arrambide & Lennart Nacke

Subscribers:
2,470
Published on ● Video Link: https://www.youtube.com/watch?v=R69MO5nwgQs



Duration: 23:10
278 views
8


The Games User Research (GUR) community has been collectively studying and classifying player preferences to understand what playing styles and game elements are enjoyed by what people. This knowledge can help designers create games better targeted to their audience, so they can offer their players the content they want; marketers segment their player base, so their campaigns can be more effective; and researchers explain the variables that influence the player's experience and enjoyment. This can also lead to the design of more effective games with a purpose, such as educational or health-related games. But despite the efforts of the community and the recent advances, we still lacked a player preferences model that is backed by empirical evidence and a validated measurement instrument. Given these shortcomings of the existing literature, we created and validated a player traits model with an accompanying measurement scale. Our Five-Factor Player Traits model describes the traits that explain what kind of experiences each person prefers when playing games: aesthetic orientation, narrative orientation, goal orientation, social orientation, and challenge orientation. Additionally, we created a 25-item survey that can easily be utilized to determine the trait scores for an individual. This is the first model based on player traits instead of types, which better captures the full range of individual preferences because it recognizes that individual preferences are a combination of multiple traits, rather than a single type. This talk describes the five-player traits and how they can be used in game design, marketing, and research.

Speakers
Professor Lennart Nacke (HCI Games Group, Univeristy of Waterloo) teaches User Experience, Human-Computer Interaction, and Game Design at the University of Waterloo. As part of the Stratford School of Interaction Design and Business, the Department of Communication Arts, and the Games Institute, he is researching player experience in video games, immersive VR environments, and gameful applications. As a truly interdisciplinary researcher, he is cross-appointed and supervises graduate students in the Department of Systems Design Engineering, the Department of English Language and Literature, and the Cheriton School of Computer Science. Together with co-researchers, he published the PXI — player experience inventory, gamification user types hexad scale, guidelines for biofeedback and sound design in games, and a book on games user research. Professor Nacke has served on the steering committee of the International Game Developers Association Games Research & User Experience Special Interest Group in the past, and was the chair of the CHI PLAY conference steering committee from 2014–2018. His publications have won Best Paper Awards at the CHI, CSCW, and CHI PLAY conferences. He has published more than 100 scientific papers, which have been cited more than 10,000 times. He strongly believes in understanding users first to build more engaging games and compelling player experiences.

Karina Arrambide (University of Waterloo) is a Ph.D. student pursuing a degree in Systems Design Engineering at the University of Waterloo, under the supervision of Dr. Lennart Nacke. She holds an MSc in Information Technology with Business and Management from the University of Sussex in the UK, and a BSc in Information Technology from the University of Monterrey in Mexico. Her main interests include understanding player's behaviors and emotions by applying diverse games user research methodologies, specifically biometrics such as electromyography and galvanic skin response. She is also interested in the research of new methodologies and technologies that can help improve player's experience.

Link
hcigames.com/player-traits

About #gamesUR​ Conference
Games User Research focuses on players’ psychology and their behavior via techniques such as playtesting, analytics, expert analysis, and others. Game User Researchers aim to help game developers deliver players the best gaming experience possible.

The #gamesUR​ Conference is a biannual gathering of the world's top professionals in games user research. For more information visit www.gamesurconf.com.




Other Videos By Games User Research SIG


2021-11-19GRUX Online: Complete Track Two • 19th Nov 2021 • Video game user research and UX
2021-05-25#gamesUR​ Summit 2021 Director's Kick-off (Thursday, May 20)
2021-05-25Group Therapy For Old Timers | Jonthan Dankoff
2021-05-25IGDA GRUX SIG Update 2021 | James Berg
2021-05-25Games User Research Salary Survey 2021 | Dankoff, Long & Menger-Ogle
2021-05-25Borderlands 3 User Research: Old and new approaches in franchise testing | Jonathan Cohen
2021-05-25Academic-Industry partnerships for positive change in GUR | Pejman Mirza-Babaei & Samantha Stahlke
2021-05-25Climbing mountains: 10 years in accessibility | Steve Saylor & Ian Hamilton
2021-05-25Players are not lab rats! A retrospection on model concerning human experience | Laureline Chiapello
2021-05-25Usability and accessibility pro-tips for games user research lab design | Ashley Brown
2021-05-25A Trait Model and Scale of Game Playing Preferences | Karina Arrambide & Lennart Nacke
2021-05-25Why doing the boring stuff you think is not your job, really is your job | Emma Varjo
2021-05-25Forest Fires: A Usability Post-Mortem of Root | Joshua Yearsley
2021-05-25Hold on to your Butts: A debate on teaching teams to do research | Ian Livingston & Tom Lorusso
2021-05-25Accessibility User Research in The Last of Us 2 | Kevin Keeker
2021-05-25Thinking outside the lab: case study of a mobile AR game - Minecraft Earth | Olga Zielinska
2021-05-25A reseachers' guide to teaching players (without more tutorials) | Sebastian Long
2021-05-25#gamesUR 2021 - Keynote Plenary Panel
2021-05-25Analytics in Game Development | Andrei Muratov, Kris Havlak & Phil Keck
2021-01-10Effective Communication in Chaos: Lessons for Communication System Design in Team Play - Evelyn Tan
2020-12-24Play time is over: Running games user research on non-games - Lauren White & Tom Lorusso, Microsoft



Tags:
GUR;
GUR
SIG;
Games
user
research;
UR;
#GamesUR;
Game
Summit;