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Video game player profiles: bridging...
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Frye, Jonathan M.
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Video game player profiles: bridging industry, game studies and social science perspectives.
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Video game player profiles: bridging industry, game studies and social science perspectives./
Author:
Frye, Jonathan M.
Description:
189 p.
Notes:
Source: Dissertation Abstracts International, Volume: 75-02(E), Section: B.
Contained By:
Dissertation Abstracts International75-02B(E).
Subject:
Psychology, General. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3599871
ISBN:
9781303496646
Video game player profiles: bridging industry, game studies and social science perspectives.
Frye, Jonathan M.
Video game player profiles: bridging industry, game studies and social science perspectives.
- 189 p.
Source: Dissertation Abstracts International, Volume: 75-02(E), Section: B.
Thesis (Ph.D.)--New York University, 2013.
For decades, game designers and game studies experts have largely sought to understand video game players through a lens of experience and observation. Meanwhile, social science research has focused on the empirical understanding of video game players using a variety of psychological constructs. This study focuses on the creation and evaluation of Player Profiles, a theoretical framework which builds upon both the experience and knowledge of game designers and game studies academics with the empirical research of social scientists. This bridge establishes seven different Player Profiles: Competitor, Explorer, Socializer, Challenger/ Achiever, Escaper, and Stimulation Seeker. Two studies are presented, investigating the validity of the Player Profile Framework and examining its potential use in game design to increase learning and engagement in educational games for adolescents. A large scale survey of adults and small scale survey of adolescents were conducted. Participants completed validated measures of goal orientation, personality aspects, and video game uses and gratification. Additional questionnaires included the Player Profile Questionnaire (PPQ) and a measure of preferred video game features. A model-based cluster analysis of the adult sample revealed implications for cultural differences in player profiles as well as indications that players exhibit multiple player profiles. Analysis of the PPQ establishes the first significant empirical link between game design experience and the psychological constructs examined, also revealing a consistency between adolescents and adults. A second study asked adolescents from study 1 to play two learning games, each featuring prominent game design features intended for a specific profile, Competitor or Fantasizer. Although results were mixed, players who met the criteria for the Fantasizer profile scored significantly higher on the posttest of the Force Fantasy game than those who did not. Results establish the potential of the Player Profile Framework and create a foundation for future research.
ISBN: 9781303496646Subjects--Topical Terms:
1018034
Psychology, General.
Video game player profiles: bridging industry, game studies and social science perspectives.
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Source: Dissertation Abstracts International, Volume: 75-02(E), Section: B.
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Adviser: Jan L. Plass.
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Thesis (Ph.D.)--New York University, 2013.
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For decades, game designers and game studies experts have largely sought to understand video game players through a lens of experience and observation. Meanwhile, social science research has focused on the empirical understanding of video game players using a variety of psychological constructs. This study focuses on the creation and evaluation of Player Profiles, a theoretical framework which builds upon both the experience and knowledge of game designers and game studies academics with the empirical research of social scientists. This bridge establishes seven different Player Profiles: Competitor, Explorer, Socializer, Challenger/ Achiever, Escaper, and Stimulation Seeker. Two studies are presented, investigating the validity of the Player Profile Framework and examining its potential use in game design to increase learning and engagement in educational games for adolescents. A large scale survey of adults and small scale survey of adolescents were conducted. Participants completed validated measures of goal orientation, personality aspects, and video game uses and gratification. Additional questionnaires included the Player Profile Questionnaire (PPQ) and a measure of preferred video game features. A model-based cluster analysis of the adult sample revealed implications for cultural differences in player profiles as well as indications that players exhibit multiple player profiles. Analysis of the PPQ establishes the first significant empirical link between game design experience and the psychological constructs examined, also revealing a consistency between adolescents and adults. A second study asked adolescents from study 1 to play two learning games, each featuring prominent game design features intended for a specific profile, Competitor or Fantasizer. Although results were mixed, players who met the criteria for the Fantasizer profile scored significantly higher on the posttest of the Force Fantasy game than those who did not. Results establish the potential of the Player Profile Framework and create a foundation for future research.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3599871
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