Player Types: A Meta-synthesis
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This paper investigates different ways in which players have been typified in past research literature in order to distinguish relevant typologies for further research as well as for designing and marketing of games. The goal is to synthesize the results of various studies and to find the prevailing concepts, compare them, and draw implications to further studies. The research process for this study proceeded from a literature search, to author-centric (Webster & Watson 2002) identification and categorization of previous works based on the established larger factors such as demographic, psychographic and behavioral variables. The previous works on player typologies were further analyzed using concept-centric approach and synthesized according to common and repeating factors in the previous studies. The results indicate that player types in previous literature can be synthesized into seven primary dimensions: Intensity, Achievement, Exploration, Sociability, Domination, Immersion and In-game demographics.
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Player typologies can be geographic, demographic, psychographic, or behavioral.
“These might be geographic, demographic, psychographic or behavioral (Hamari & Tuunanen, 2014, p. 31).”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Hamari & Tuunanen, 2014, p. 31
Hamari and Tuunanen (2014) synthesize their findings into five motivations or orientations: achievement, exploration, sociability, domination, and immersion.
“Hamari and Tuunanen (2014) review the field of player typologies and synthesize their findings into five motivations or orientations: achievement, exploration, sociability, domination and immersion.”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Hamari and Tuunanen, 2014
Research into player types did not stop with applications of Bartle's model.
“Fortunately, research into player types did not stop with applications of Bartle's model.”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Hamari and Tuunanen, 2014
Hamari and Tuunanen (2014) review the field of player typologies.
“Hamari and Tuunanen (2014) review the field of player typologies and synthesize their findings into five motivations or orientations: achievement, exploration, sociability, domination and immersion.”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Hamari and Tuunanen, 2014
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Dugas, P. O. T., Crenshaw, N. K., Wehbe, R. R., Tondello, G. F., & Nacke, L. E. (2016) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/2967934.2968088 · Cited by 41 · see citing works
Ferro, L. S. (2020) · Entertainment Computing · doi:10.1016/j.entcom.2020.100375 · Cited by 41 · see citing works
The Effects of Context-Sensitive Tutorials in Virtual Reality Games
Frommel, J., Fahlbusch, K., Brich, J., & Weber, M. (2017) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3116595.3116610 · Cited by 39 · see citing works
Analyzing Gamification Impact on a Mastery Learning Introductory Programming Course
de Pontes, R. G., Guerrero, D., & de Figueiredo, J. C. A. (2019) · ACM Technical Symposium on Computer Science Education (SIGCSE) · doi:10.1145/3287324.3287367 · Cited by 39 · see citing works
The quest for a better tailoring of gameful design
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Validating gameplay activity inventory (GAIN) for modeling player profiles
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Potard, C., Henry, A., Boudoukha, A. H., Courtois, R., Laurent, A., & Lignier, B. (2019) · Psychology of Popular Media · doi:10.1037/ppm0000245 · Cited by 42 · see citing works
The gamer psychology: a psychological perspective on game design and gamification
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Lukka, L., & Palva, J. M. (2023) · JMIR Serious Games · doi:10.2196/42173 · Cited by 32 · see citing works
Proteus Effect Profiles: how Do they Relate with Disordered Gaming Behaviours?
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Designing Virtual Environments for Social Engagement in Older Adults: A Qualitative Multi-site Study
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Stakeholder engagement through gamification
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A Mixed-Methods Study of Marketing Students’ Game-Playing Motivations and Gamification Elements
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Self-citationReview of Intrinsic Motivation in Simulation-based Game Testing
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Reddit Gaming Communities During Times of Transition
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Analysis of Video Game Players’ Emotions and Team Performance: An Esports Tournament Case Study
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Game Elements in a Software Engineering Study Group: A Case Study
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Mobile and gamified blended learning for language teaching
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- Authors
- Hamari, J., & Tuunanen, J.
- Affiliations
- Tampere University (FI)
- Aalto University (FI)
- ORCID
- Hamari, Juho
- Venue
- Transactions of the Digital Games Research Association
- Publisher
- Digital Games Research Association
- Published
- 2014-03-24
- Volume
- 1
- Issue
- 2
- ISSN
- 2328-9414 (ISSN-L)
- 2328-9422
- OpenAlex
- W1849401977
- Cited by
- 355
- References
- 28
- Citations by year
- 2026: 21 · 2025: 29 · 2024: 32 · 2023: 28 · 2022: 33 · 2021: 33 · 2020: 37 · 2019: 38 · 2018: 32 · 2017: 28 · 2016: 19 · 2015: 17 · 2014: 7 · 2013: 1
- FWCI
- 77.08
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Locations
- Transactions of the Digital Games Research Association (publishedVersion)
- Tampere University Institutional Repository (Tampere University) (publishedVersion)
- Tampere University Institutional Repository (Tampere University) (submittedVersion, cc-by-nc-nd)
- 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, game design, game marketing, player behavior, player demographics, immersion, achievement motivation, exploration, sociability, domination
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