
investiGaming › Tags › Player Types
Alexander, Gerianne, Teresa Wilcoxa and Mary Elizabeth Farmera (2009)
Hormones and Behavior Volume 56, Issue 5, November, Pages 498-502
Synopsis:
Eye tracking study of 3-4 month olds showed higher androgen levels predicted stronger preferences for male-typical stimuli.
Keywords:
academia, journal, toys, children, player types, gender identity
Full Text: Yes | Abstract: Yes
Bijvank, Marije, Konijn, Elly, and Bushman, Brad (2007)
International Communication Association Conference, San Francisco,
Synopsis:
397 boys of varying education levels were surveyed to examine what characteristics distinguish various player-types.
Keywords:
academia, conference, survey, motivations, player types, aggression, middle school, high school, violence, what men want, what women want, values at play, academic achievement
Full Text: Yes | Abstract: Yes | Highlights: Yes
Dawson, C. R., A. Cragg, Taylor, C. and Toombs, B. (2007)
British Board of Film Classification (BBFC)
Synopsis:
An extensive, large qualitative study of British players between the ages of 7 and 40, including interviews and discussion groups with players, parents, professionals, and journalists examines gender differences related to what gamers like and patterns of use.
Keywords:
case study, report, England, game genres, casual games, Gaming Social Context, Player types, Motivations, what women want
Full Text: Yes | Abstract: Yes | Highlights: Yes
Falstein, N. (1997)
The Inspiracy (
http://www.theinspiracy.com/)
Synopsis:
A speculation on why there aren’t more games available for girls and women.
Keywords:
blog, editorial, pink games, gender inclusive, player types
Full Text: Yes | Abstract: Yes | Highlights: Yes
Fullerton, Tracy, Fron, Janine and Pearce, Celia (2008)
The Fibreculture Journal, issue 11
Synopsis:
Proposes a “new poetics” of game space in which game design is more egalitarian and games themselves draw on a wider range of spatial and cognitive models.
Keywords:
academia, journal article, MMO, player types, motivations, pink games, what women want, game design, competition, storytelling, empowerment, femininity, the Sims
Full Text: Yes | Abstract: Yes | Highlights: Yes
Hayes, Elisabeth (2005)
TechTrends, 49(5), 23-28
Synopsis:
Explores Men’s and Women’s preferences regarding games and gives design advice about creating educational games for women.
Keywords:
case study, journal, gender stereotypes, player types, self efficacy, empowerment, learning, computer skills
Full Text: Yes | Abstract: Yes
Heeter, Carrie (2009)
Handbook of Research on Effective Electronic Gaming in Education
Synopsis:
Two studies explore the various player types found in commercial MMOs and educational games. Study 1 examined the impact of different in-game reward schemas on player types and Study 2 compared classroom play with one child per computer versus paired play of the same educational game.
Keywords:
book, chapter, educational games, MMO, player types, learning, learning process, motivation, co play
Full Text: Yes | Abstract: Yes
Heeter, Carrie and Winn, Brian (2008)
in Beyond Barbie and Mortal Kombat: New Perspectives on Gender, Gaming, and Computing, edited by Yasmin Kafai, Carrie Heeter, Jill Denner, Jen Sun, MIT Press
Synopsis:
An experiment randomly assigned 7th graders to play one of three different versions of a learning game: one which rewards speedy play, one which rewards exploration and one with no bonus points.
Keywords:
book, chapter, learning, player types, educational games
Full Text: Yes | Abstract: No | Highlights: Yes
International Hobo (2004)
http://www.ihobo.com/articles/
Synopsis:
Over 400 gamers were surveyed using the Myers-Briggs personality test. Four player type clusters were identified and gaming behaviors for each type and subtype were described.
Keywords:
psychology, game design, survey, player types
Full Text: No | Abstract: Yes | Highlights: Yes
Nakamura, Rika and Hanna Wirman (2005)
Game Studies volume 5, issue 1 (
http://www.gamestudies.org/)
Synopsis:
Three games, Arcanum, Warcraft III, and The Sims, are examined for their match with preferences of girls.
Keywords:
academia, journal, player types, Arcanum, Warcraft III, The sims, what women want
Full Text: Yes | Abstract: Yes | Highlights: Yes
Pearce, Celia (2008)
Games and Culture Vol. 3, No. 2, 142-174
Synopsis:
A study conducted by the child research organization “Children Now” analyzed the gender and racial representations of human characters in top-selling video games.
Keywords:
academia, journal, case study, seniors, player types, gaming social context, adult older
Full Text: No | Abstract: Yes | Highlights: Yes
Quaiser-Pohl, Claudia, Geiser, Christian, and Lehmann, Wolfgang (2005)
Personality and Individual Differences
http://www2.uni-siegen.de/~fb02poh/files/WS%2005-06/PDF/PAIDII.pdf
Synopsis:
This study examined 861 German secondary-school students to determine how computer-game preference relates to mental-rotation test (MRT) performance and to gender differences.
Keywords:
journal, Germany, experiment, spatial cognition, non gamers, middle school, gender theories, player types
Full Text: No | Abstract: Yes | Highlights: Yes
Reinhard, Carrie Lynn Desira and Dervin, Brenda (2007)
International Communication Association Conference, San Francisco
Synopsis:
A study of 320 university students measured game playing gratifications and feature preferences of male and female players for 3 game playing situations: playing a game they liked, one they disliked, and one they desired.
Keywords:
case study, academia, motivations, player types, what men want, what women want, competition, cooperation, conference
Full Text: No | Abstract: Yes | Highlights: Yes
Royse , Pam, Joon Lee , Baasanjav Undrahbuyan , Mark Hopson , Mia Consalvo (2007)
New Media & Society, Vol. 9, No. 4, 555-576
Synopsis:
Adult women at various levels of game consumption were studied in order to examine how individual differences in the consumption of computer games intersects with gender and how games and gender mutually constitute each other.
Keywords:
journal, gender identity, player types, non gamers, competition
Full Text: Yes | Abstract: Yes
Williams, D., Consalvo, M., Caplan, S. & Nick Yee (2009)
Journal of Communication, Volume 59 Issue 4, Pages 700 - 725
Synopsis:
Cooperation from Sony enabled researchers to field a survey and link it to Everquest gaming backend database; 7,129 players completed a survey.
Keywords:
MMO, motivations, player types, aggression, gender role theory
Full Text: No | Abstract: Yes | Highlights: Yes
Yee, Nicholas (2006)
In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (pp. 187-207). London: Springer-Verlag
Synopsis:
Online surveys about the mental processes of MMO players were conducted between the years 2000 and 2003 with 30,000 MMO players by linking from web portals that catered to MMO players from the more popular game series.
Keywords:
Book, chapter, psychology, motivations, MMO, addiction, avatars, survey, player demographics
Full Text: Yes | Abstract: Yes | Highlights: Yes
Yee, Nick (2008)
In Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming, Kafai, Y, Heeter, C., Denner, J. and Sun, J., eds. MIT Press
Synopsis:
Multiple Surveys with data from 2,000 to 4,000 MMO players are combined with in-game observation to study various hypotheses about the dynamics of gender, play, and relationships in MMOs.
Keywords:
book, chapter, survey, player demographics, MMO, player types, what women want, what men want, co play, gaming social context
Full Text: Yes | Abstract: Yes | Highlights: Yes