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The Player Demographic Models
Playing: VVVV Watching: Californication Reading: Crónica do Pássaro de Corda, Haruki Murakami Listening: Tiamat, Testament playstyle theories and models of Caillois, Lazzaro, and Edwards
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Audience Models Why? How to measure the success of a game?
A game is successful if it satisfies the needs of its (target) audience (players) Usually a Game does not target Everyone!
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Player Motivation Social Interaction Competition Knowledge Mastery
Escapism Physical Sensations
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Models by Genre Common genres Action Adventure Driving Puzzle
Role-play Simulation Sports Strategy
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Hardcore vs Casual Hardcore Familiar with game conventions
Read about games (e.g. magazines, forums) Playing games as a life-style Adapt theirs life to the game Look for challenge Buy a lot of games
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Hardcore vs Casual Casual Unaware of game conventions Play few games
Games must adapt to their life Play to relax and “kill time” Buy few games
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Hardcore vs Casual Literacy Motivation Quantity Hardcore High
Challenge Many Casual Low Kill Time Few
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Hardcore vs Casual Results from this model
Include different difficulty levels E.g.: Resident Evil (Capcom, 1996) Mountain Climbing Hiking
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EA Games Model Electronic Arts (GDC, 2003) Hardcore Gamer Cool
Mass Market Casual Gamer Electronic Arts (GDC, 2003)
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EA Games Model Hardcore Gamer Read about games Play demos
Rent games before buying Play many games (about 25 per year)
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EA Games Model Cool Gamer Have a friend who is “Hardcore Gamer”
Are influenced by their “Hardcore Gamers” friends To play To buy Play games that are in the Top 10
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EA Games Model Casual Gamers Know little about the world of games
Their opinion is highly influenced by the mass media and the other two groups Play game in the Top 3 Are in higher numbers than the other two groups
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EA Games Model Results from this model
Differentiates players from the way they know about a game Identifies an influence of the more literate gamers on the others To ignore this fact might be a big mistake E.g. Try to make a game only for casual players
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IHOBO Model International HOBO, 2000-2003 Hardcore Gamer Testosterone
Mass Market / Casual Lifestyle Family Gamer Gamer International HOBO,
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IHOBO Model Hardcore Gamer Looking for challenge
Favours games with high difficulty Tolerant to complex controls Have the role/power to “spread the word”
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IHOBO Model Testosterone Gamer Usually male May be hardcore or casual
Gives high importance to competition Player vs Player Loves games with a lot of action Fight, driving, shooting Tolerates complex controls, but not as much as a “pure” hardcore gamer
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IHOBO Model Lifestyle Gamer Looking for fun
Looking for new experiences Favours games with low difficulty Does not tolerate being stuck in the game Gives importance to the narrative Does not play “socially inacceptable” games Does not tolerate complex controls
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IHOBO Model Family Gamer
Mostly parents that buy games for their children Play with their kids May play alone Looking for fun Give importance to the narrative Rather play games within their reality Needs simple controls
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IHOBO Model Results from this model
Identifies an influence in the casual sector Identifies the influence that children have on their parents Emphasizes the importance of “hardcore gamers“ to spread the word
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Market Vectors Identify the influence between groups of users
Find the path of the “desire to buy” in the audience
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Market Vectors The Sims (Maxis, 2000) Casual Players Friends
Specialist Press Hardcore Player (male) Girlfriend or Wife (female) Mainstream Press Family The Sims (Maxis, 2000)
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Market Vectors Evangelist groups Specialist Press Mainstream Press
Hardcore players Estimated 1 Million per market (USA, Europe and Japan)
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Market Vectors Target groups Testosterone Lifestyle Familiar
3 million estimated Current penetration 33% to 50% Lifestyle 10 million estimated Current penetration 10% (rare exceptions reach 50%) Familiar 30 million estimated Current penetration less than 5%
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Market Vectors Phases in market penetration Hardcore penetration
Hardcore players evangelism Casual penetration Casual players evangelism
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Market Vectors To achieve market penetration consider
Gameplay vs Toyplay Complexity of controls Duration of a game session Play window Game replay value
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Audience Models These models are based on sales
Do they reflect the real needs of players? 10 Millions Hardcore Testosterone Lifestyle Family 45 Millions
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Hearts, Clubs, Diamonds and Spades
Players of MUDs (Bartle, 1996) Interact Manipulate Players Socializers Killers Environment Explorers Achievers
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Hearts, Clubs, Diamonds and Spades
Socializers Enjoy learning about or communication with other players Killers Enjoy manipulating other players Explorers Enjoy interacting with the game world Achievers Enjoy manipulating the game world
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Hearts, Clubs, Diamonds and Spades
Further findings 2 kinds of killers Griefers (sly) and Politicians (open) New dimension: Implicit/explicit action Players gradually change over time Killer -> Explorer -> Achiever -> Socializer Killer -> Socializer -> Killer -> Socializer Connection to the Hero’s Journey
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The Daedalus Project The psychology of MMORPG players
Nick Yee, since 2003 Based on players surveys More than players
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The Daedalus Project Sample findings (World of Warcraft)
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The Daedalus Project Sample findings (World of Warcraft)
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The Daedalus Project Sample findings (World of Warcraft)
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Break
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DGD1 Model Demographic Game Design 1 Developed by International Hobo
Players model based on personality Myers-Briggs Build on Player surveys and interviews More than 400 participants
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Myers-Briggs Psychology model of personality
Classifies individuals in 16 categories Based on 4 dichotomies Extraversion vs Introversion (E vs I) Sensing vs Intuition (S vs N) Thinking vs Feeling (T vs F) Judging vs Perceiving (J vs P)
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Myers-Briggs Extraversion vs Introversion (E vs I)
Extraversion (50% of the population) Act before think Need outside world experiences Motivated by people and things around Favour experiences with several people Introversion (50% of the population) Think before act Need private time Seek internal motivation Favour 1 to 1 communication
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Myers-Briggs Sensing vs Intuition (S vs N)
Sensing (70% of the population) Live the present Remember details about past events Build solutions based on past experiences Prefer explicit and concrete information Intuition (30% of the population) Live the future Remember patterns, context and connections of events Build solutions based on theoretical models Tolerates implicit and ambiguous information
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Myers-Briggs Thinking vs Feeling (T vs F)
Thinking (50% of the population) Use facts and logic to make decisions Focus on tasks Analyse objectively Believes that conflict is natural Feeling (50% of the population) Uses emotions and feelings to make decisions Focus on the consequences of actions Analyse subjectively Does not like conflict
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Myers-Briggs Judging vs Perceiving (J vs P)
Judging (55% of the population) Plans everything before act Uses routine in every-day life Focuses on one task at the time Avoids deadline stress Perceiving (45% of the population) Plans while acting Favours liberty and flexibility Focuses on several tasks at the same time Works better close to deadlines
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Myers-Briggs The categories Online Test
win/JTypes1.htm
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Myers-Briggs Influence on Game Design (E vs I) - How games are played
Duration of game sessions Sociability Connection with the outside world Physical components Dance Dance Revolution (Konami, 2001)
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Myers-Briggs Influence on Game Design (S vs N) - Learning and problem solving Level of abstraction of challenges Approach to challenge resolution Trial and error (common sense) vs “Lateral Thinking” Game progression Complex problems should not stop the progression (S) Tutorials and help (S, not N)
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Myers-Briggs Influence on Game Design (T vs F) – Motivation to play
Encouragement Rewards and progression Collectables (aesthetics) Suggestions and help Deal with failure (“Game Over”) Don’t punish (F)
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Myers-Briggs Influence on Game Design (J vs P) - Goal-orientation
Goals and progress Victory conditions Open or closed games Game structure
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Myers-Briggs Axis TJ vs FP Challenge and conflict
Subjective experiences Subjective Appraisal
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DGD1 Model Conqueror Manager Participant Wanderer (TJ) (TP) (FJ) (FP)
Judging Perceiving Conqueror Manager (TJ) (TP) Thinking Feeling Participant Wanderer (FJ) (FP)
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DGD1 Model Conqueror Manager Participant Wanderer C1 C2 H1 H2 H4 H3 C4
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DGD1 Model Hardcore player Buys and plays many games
Plays for long periods Seek challenge, progression, mastery Tolerates complex controls Games are part of their life
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DGD1 Model Casual player Plays few games Plays for short periods
More popular of suggested by friends Plays for short periods Seek fun, immersion and new experiences Does not tolerate complex controls Games are just pastime
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DGD1 Model Type 1 – Conqueror (T + J)
Need to “beat” the game in all possible ways H1 (I) Beat their own limits Failure and frustration is positive C1 (I + S) Beat the other players The most hardcore of the casual sector
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DGD1 Model Type 1 – Conqueror (T + J) Game characteristics
Fast pace (game progression) Story is irrelevant (C1) or does not give importance to characters (H1) Likes hidden components Online support/extension Need voice (often complain)
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DGD1 Model Type 2 – Manager (T + P)
Need to understand and explore the game H2 (I) Like to explore strategies Failures are new opportunities to improve the strategy C2 (I + S) Likes to build artefacts Low tolerance to failure
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DGD1 Model Type 2 – Manager (T + P) Game characteristics
Stable progression Implicit goals, focus on the process The plot is more important than the characters Does not need a strong social component
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DGD1 Model Type 3 – Wanderer (F + P) Seeks new experiences
H3 (I + N) Seeks fantasy Likes to play with “style” C3 (E + N) The game is just pastime, it cannot Irritate, tire, “force to think” Needs progress but without much effort Plays single-player games in pairs!
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DGD1 Model Type 3 – Wanderer (F + P) Game characteristics
Slow progression Progression implies new “toys” Non-linear structure Simple controls Emotional connection with the characters The game is a means to share experiences May be to talk about unrelated subjects
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DGD1 Model Type 4 – Participant (F + J)
Want to participate in a story or social interaction H4 (E + S) Seek participation in the development of the game and/or story Seek involvement with the real world Favour collaboration C4 (E + S) ? Seek social entertainment Implies the same physical space Favours group play (with friends)
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DGD1 Model Type 4 – Participant (F + J) Game characteristics
Game progression connected to the narrative Emotional connection with the characters Group interactions Preferably face to face
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DGD1 Model http://ihobo.com/_oldsite/articles/DGD1.shtml Progression
Narrative Social Conqueror Fast No / Plot Competition Manager Stable Plot No Wanderer Slow / novelty Character / emotion Sharing Participant Cooperation (in loco)
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DGD1 Model Distribution between the four types
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DGD1 Model Men - percentage
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DGD1 Model Women - percentage
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Conclusions Game design should be focused on the satisfaction of players needs There are clear differences in the way people play Hardcore vs casual Different kind of people like different type of games
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Conclusions There are people that don’t play because there are no games for them Need better connection with the real world Collaboration Do not ignore evangelist groups Hardcore, press Other factors Culture, Generation
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Bibliography “21th Century Game Design”, Chris Bateman and Richard Boon. Charles River Media. 2006 “Game Development Essentials”, Jeannie Novak. Thomson Delmar Learning. 2008
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