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A Framework and Taxonomy of Videogame Playing Preferences
Authors
Adams Ernest
Bartle Richard
+4 more
Bartle Richard
Bateman Chris
Hamari Juho
Hunicke Robin
Publication date
15 October 2017
Publisher
'Association for Computing Machinery (ACM)'
Doi
Cite
Abstract
© Owners/Authors, 2017. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in CHI PLAY '17 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play.Player preferences for different gaming styles or game elements has been a topic of interest in human-computer interaction for over a decade. However, current models suggested by the extant literature are generally based on classifying abstract gaming motivations or player archetypes. These concepts do not directly map onto the building blocks of games, taking away from the utility of the findings. To address this issue, we propose a conceptual framework of player preferences based on two dimensions: game elements and game playing styles. To investigate these two concepts, we conducted an exploratory empirical investigation of player preferences, which allowed us to create a taxonomy of nine groups of game elements and five groups of game playing styles. These two concepts are foundational to games, which means that our model can be used by designers to create games that are tailored to their target audience. In addition, we demonstrate that there are significant effects of gender and age on participants’ preferences and discuss the implications of these findings.NSERC || RGPIN-418622-2012 SSHRC || 895-2011-1014, IMMERSe CFI || 35819 Mitacs || IT07255 SWaGUR CNPq, Brazi
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Last time updated on 08/09/2018
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info:doi/10.1145%2F3116595.311...
Last time updated on 06/08/2021