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A team of multidisciplinary researchers from the University of Waterloo has identified three basic traits of video game players that will help make the game design more personalized and more effectively motivate players in entertainment and entertainment applications.
Gustavo Fortes Tondello, Ph.D. Candidate at Waterloo, who co-authored the study with Lennart Nacke, Associate Professor and Director of the Human-Computer Interaction Game Group of the Institute of Waterloo games, has developed a model of more definitive player traits. The model generates scores for three different traits, including the degree to which players prefer the elements of action, the aesthetic aspects or the orientation of the goals in the games. The feature identification allows to badyze the preferences of the players for different groups of people, including different age groups or genders.
"By better understanding what people like to play, we can determine the best way to apply these elements to situations that are not playing games," said Tondello. "We can create more enjoyable systems. to use and help people feel more engaged and motivated to achieve their goals. "
Research began by badyzing a dataset of over 50,000 respondents who had been interviewed BrainHex, developed by Chris Bateman with Nacke and his colleague Regan Mandryk
With BrainHex, researchers have identified archetypes of players, including the researcher, the survivor, the daredevil, the brain, the conqueror, the socializer, and the performer. newer generates scores for three different "traits", including the degree to which players prefer the action items, the aesthetic aspects or the goal orientation in the It is then possible to badyze these player preferences for groups of people from different age groups or different genres, for example.
Tondello and Nacke explored what motivates people and helps them keep playing certain games. Ultimately, they want to use information to make game design more personalized and to motivate players more effectively in entertainment and work applications. "Some people have really enjoyed the daredevils, quick action elements of the games, while other aesthetic elements, such as art and graphics," Nacke said. "History may also be necessary to attract some people to a game.
" If we can build systems that can adapt and adapt to individual differences, interactive systems become more exciting and motivating for each of us. "
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