Cited by 32Digital Games and MediaEducational Games and GamificationArtificial Intelligence in Games

Perceptions of Player in Game Design Literature

Open access
Sotamaa, Olli·2007·DiGRA Digital Library

Abstract

Few studies have examined the role of players in game design.The objective of this paper is to provide some clarity on the issue of player-centred design by analysing the notions on player in current game design literature.This research also discusses the potentials a multifaceted approach on players can offer for the design of games.The article starts by analysing different approaches on player from abstract ideal player to player profiles and players as co-creators.Later, the benefits of involving players in different phases of design process are examined.As a result the paper produces a grouping of different designer-player relationships that reflect the different design ideologies and traditions.This article contributes to the new field of game design research by producing clarity to some of the inarticulate and ambiguous issues related to the role of players in games and their design.At the same time, the analysis is relevant to the larger understanding of players as game cultural actors.

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  • The hard-core/casual player distinction is based on the perceived difference between players who prefer games requiring more effort and skill and those who prefer easily approached and learned games.

    “This distinction is based on the perceived difference between people who play games that require more effort and skill, and people who prefer games that are easily approached and learned (cf. Sotamaa, 2007, p. 459).”

    From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Sotamaa, 2007, p. 459

    The Marketing segments section describes a hard-core/casual distinction based on game literacy, time and money spent playing, and familiarity with game conventions. It does not define the groups by a preference for games requiring skill versus games that are easy to approach and learn; a note in Further discussion also cautions that casual players should not be equated with players of casual games. Page numbers are unavailable in our copy. (LLM, conf=0.86)

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Cites

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Research works printed but not linked: 17

  1. Adams, E., and Rollings, A. Fundamentals of Game Design. Prentice Hall, Upper Saddle River, New Jersey, 2007.
  2. Banks, J.A.L., "Opening the Production Pipeline: Unruly Creators" in de Castell S., and Jenson, J. (eds.) Changing Views: Worlds in Play -Selected Papers of the 2005 Digital Games Research Association's Second International Conference. Digital Games Research Association & Simon Fraser University, Vancouver, 2005.
  3. Bartle, R. "2002 introduction to the Article by Dr. Bartle" in Mulligan, J., and Patrovsky, B., Developing Online Games: An Insider's Guide, 2003, pp. 397-400.
  4. Dovey, J., and Kennedy, H.W. Game Cultures: Computer Games as New Media. Open University Press, Maidenhead & Milton Keynes, 2006.
  5. Ermi, L. and Mäyrä, F. "Player-Centred Game Design: Experiences in Using Scenario Study to Inform Mobile Game Design", Game Studies 5(1), 2005. Available: http://www.gamestudies.org/0501/ermi_mayra/
  6. Jääskö, V., and Keinonen, T. "Käyttäjätieto konseptoinnissa", in Keinonen, T. and Jääskö, V. (eds.) Tuotekonseptointi. Teknologiateollisuus, Helsinki, 2003.
  7. Jørgensen, A.H. "Marrying HCI/Usability and Computer Games: A Preliminary Look", in Proceedings of the third Nordic conference on Human-computer interaction, 2004, pp. 393-396.
  8. Kerr, A. The Business and Culture of Digital Games. Sage Publications, London, Thousand Oaks & New Delhi, 2006.
  9. Pagulayan, R. et al. "User-Centrered Design in Games", in The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications. Lawrence Erlbaum Associates, Mahwah, NJ, USA, 2003, pp. 883-906.
  10. Pearce, C. "Emergent Authorship: The Next Interactive Revolution", Computer & Graphics, 26 (2002), pp. 21-29.
  11. Rollings, A. and Adams, E. Fundamentals of Game Design. Pearson Education, New Jersey, 2007.
  12. Sotamaa, O. et al. "The Role of Players in Game Design: A Methodological Perspective", in Proceedings of the 6th DAC Conference, IT University of Copenhagen, Copenhagen, 2005, pp. 34-42.
  13. Sykes, J. "A Player-Centred Approach to Digital Game Design", in Rutter, J. and Bryce, J. (eds.) Understanding Digital Games. Sage Publications, London, New York & New Delhi, 2006, pp. 75-92.
  14. Sykes, J. and Federoff, M. "Player-Centred Game Design", in CHI Extended Abstracts 2006, pp. 1731-1734.
  15. Vanden Abeele, V.A. and Van Rompaey, V. "Introducing Human-Centered Research to Game Design: Designing Game Concepts for and with Senior Citizens", CHI Extended Abstracts 2006, pp. 1469-1474.
  16. Yee, N. "The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments", PRESENCE: Teleoperators and Virtual Environments, 15, 2006, pp. 309-329.
  17. Yee, N. "Motivations for Play in Online Games", CyberPsychology and Behavior, 9(6), 2006, pp. 772-775.

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Authors
Sotamaa, O.
Affiliations
University of Tampere (FI)
Corresponding author
Sotamaa, Olli
Venue
DiGRA Digital Library
Published
2007-01-01
Volume
4
ISSN
2342-9666
OpenAlex
W2125917124
Cited by
32
References
0
Citations by year
2024: 1 · 2021: 2 · 2020: 1 · 2019: 1 · 2018: 2 · 2017: 3 · 2016: 4 · 2015: 2 · 2014: 3 · 2013: 1 · 2012: 2
FWCI
4.60
Type
conference paper
Language
en
Open access
Locations
Digital Games Research Association Conference
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
Keywords
player profiles

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