Cited by 146Digital Games and MediaEducational Games and GamificationSport Psychology and Performance

Player Typology in Theory and Practice

Open access
Bateman, Chris, Lowenhaupt, Rebecca, Nacke, Lennart·2011·DiGRA Digital Library

Abstract

Player satisfaction modeling depends in part upon quantitative or qualitative typologies of playing preferences, although such approaches require scrutiny. Examination of psychometric typologies reveal that type theories have—except in rare cases—proven inadequate and have made way for alternative trait theories. This suggests any future player typology that will be sufficiently robust will need foundations in the form of a trait theory of playing preferences. This paper tracks the development of a sequence of player typologies developing from psychometric type theory roots towards an independently validated trait theory of play, albeit one yet to be fully developed. Statistical analysis of the results of one survey in this lineage is presented, along with a discussion of theoretical and practical ways in which the surveys and their implied typological instruments have evolved.

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Crossref · 10.26503/dl.v2011i1.562

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  • Some player typologies are based on psychological theories of personality types applied to players.

    “Some typologies are based on psychological theories of personality types that are applied to players (e.g., Bateman, Lowenhaupt, & Nacke, 2011).”

    From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Bateman, Lowenhaupt, & Nacke, 2011

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1 of the 28 references couldn’t be matched to a known paper.

Research works printed but not linked: 6

  1. Bartle, R. (1996). -Hearts, clubs, diamonds, spades: Players who suit MUDs.‖ Journal of MUD Research 1 (1). http://www.mud.co.uk/richard/hcds.htm.
  2. Bateman, C. (2009). Understand Patterns of Play. In Beyond game design: nine steps towards creating better videogames, C. Bateman (ed.), pp. 61-116. Boston: Charles River.
  3. Bess, T. L. and Harvey, R. J. (2001). Bimodal score distributions and the MBTI: Fact or artifact? In 2001 Annual Conference of the Society for Industrial and Organizational Psychology, San Diego. San Diego, USA, April.
  4. de Castell, S., Taylor, N., Weiler, M. and Jenson, J. (2011). -Theoretical and Methodological Challenges in Virtual Worlds Research‖ Videogame Cultures Conference 3 (forthcoming).
  5. Lazzaro, N. (2003). Why We Play: Affect and the Fun of Games. In The Human- Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications, pp. 679-700. New York: Lawrence Erlbaum.
  6. Lazzaro, N. (2009). Understand Emotions. In Beyond Game Design: Nine Steps Towards Creating Better Videogames, C. Bateman (ed.). Boston: Charles River.

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Authors
Bateman, C., Lowenhaupt, R., & Nacke, L.
Affiliations
  • University of Greater Manchester (GB)
  • Northwestern University (US)
  • Association for Computing Machinery (US)
Venue
DiGRA Digital Library
Published
2011-01-01
Volume
6
ISSN
2342-9666
OpenAlex
W2186287670
Cited by
146
References
28
Citations by year
2026: 4 · 2025: 6 · 2024: 7 · 2023: 6 · 2022: 10 · 2021: 10 · 2020: 8 · 2019: 14 · 2018: 18 · 2017: 14 · 2016: 18 · 2015: 9 · 2014: 15 · 2013: 3 · 2012: 3
FWCI
19.24
Type
conference paper
Language
en
Open access
Locations
  • UBIR (University of Greater Manchester) (submittedVersion)
  • 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
  • Social Sciences › Psychology › Developmental and Educational Psychology › Sport Psychology and Performance
Keywords
player types, player satisfaction, type theory, trait theory, sport psychology, survey development

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