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Episode 19 – Player Typologies

 
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Manage episode 302332209 series 2840122
Innhold levert av Sian Tomkinson and Heather Blakey, Sian Tomkinson, and Heather Blakey. Alt podcastinnhold, inkludert episoder, grafikk og podcastbeskrivelser, lastes opp og leveres direkte av Sian Tomkinson and Heather Blakey, Sian Tomkinson, and Heather Blakey eller deres podcastplattformpartner. Hvis du tror at noen bruker det opphavsrettsbeskyttede verket ditt uten din tillatelse, kan du følge prosessen skissert her https://no.player.fm/legal.

In this episode Jordana provides an analysis of the game Bully. After recapping what we’ve been playing lately, we explore player typologies: what are some of the ways that researchers have tried to understand player motivations and preferences? We take Quantic Foundry’s gamer motivation profile survey and discuss our results.

Games:

Animal Crossing, Bully, Greedfall, Moons of Madness, The Call of Cthulu, The Forgotten City, Spyro Reimagined

References:

Bartle, R. A. (2013). Design Principles: Use and Misuse. In T. Quandt & S. Kröger (Eds.), Multiplayer: The Social Aspects of Digital Gaming.

Crecente, B. (2013, Sep 25). Rockstar’s Dan Houser would still love to make another Bully game. Polygon. https://www.polygon.com/2013/9/25/4769298/rockstars-dan-houser-would-still-love-to-make-another-bully-game

Bartle, R. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. MUD. http://mud.co.uk/richard/hcds.htm

Kallio, K. P., Mäyrä, F., & Kaipainen, K. (2011). At Least Nine Ways to Play: Approaching Gamer Mentalities. Games and Culture, 6(4), 327-353. https://doi.org/10.1177/1555412010391089

Klevjer, R., & Hovden, J. F. (2017). The Structure of Videogame Preference. Game Studies, 17(2). https://doi.org/10/d6cxsv

Lazzaro, N. (2004). Why We Play Games: Four Keys to More Emotion Without Story. XEODesign. https://www.xeodesign.com/research/

Quantic Foundry (2021). The 9 Quantic Gamer Types. https://quanticfoundry.com/gamer-types/

Quantic Foundry (2021). The Quantic Lab. https://apps.quanticfoundry.com/

Quantic Foundry. (2020). Player segments based on gamer motivations. https://quanticfoundry.com/wp-content/uploads/2020/08/9-Player-Segments-GDC-2020-Excerpt.pdf

Yee, N. (2014). The Proteus Paradox. Yale University Press.

Credits:
Music created with Per Nyblom’s Abundant Music.

  continue reading

35 episoder

Artwork
iconDel
 
Manage episode 302332209 series 2840122
Innhold levert av Sian Tomkinson and Heather Blakey, Sian Tomkinson, and Heather Blakey. Alt podcastinnhold, inkludert episoder, grafikk og podcastbeskrivelser, lastes opp og leveres direkte av Sian Tomkinson and Heather Blakey, Sian Tomkinson, and Heather Blakey eller deres podcastplattformpartner. Hvis du tror at noen bruker det opphavsrettsbeskyttede verket ditt uten din tillatelse, kan du følge prosessen skissert her https://no.player.fm/legal.

In this episode Jordana provides an analysis of the game Bully. After recapping what we’ve been playing lately, we explore player typologies: what are some of the ways that researchers have tried to understand player motivations and preferences? We take Quantic Foundry’s gamer motivation profile survey and discuss our results.

Games:

Animal Crossing, Bully, Greedfall, Moons of Madness, The Call of Cthulu, The Forgotten City, Spyro Reimagined

References:

Bartle, R. A. (2013). Design Principles: Use and Misuse. In T. Quandt & S. Kröger (Eds.), Multiplayer: The Social Aspects of Digital Gaming.

Crecente, B. (2013, Sep 25). Rockstar’s Dan Houser would still love to make another Bully game. Polygon. https://www.polygon.com/2013/9/25/4769298/rockstars-dan-houser-would-still-love-to-make-another-bully-game

Bartle, R. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. MUD. http://mud.co.uk/richard/hcds.htm

Kallio, K. P., Mäyrä, F., & Kaipainen, K. (2011). At Least Nine Ways to Play: Approaching Gamer Mentalities. Games and Culture, 6(4), 327-353. https://doi.org/10.1177/1555412010391089

Klevjer, R., & Hovden, J. F. (2017). The Structure of Videogame Preference. Game Studies, 17(2). https://doi.org/10/d6cxsv

Lazzaro, N. (2004). Why We Play Games: Four Keys to More Emotion Without Story. XEODesign. https://www.xeodesign.com/research/

Quantic Foundry (2021). The 9 Quantic Gamer Types. https://quanticfoundry.com/gamer-types/

Quantic Foundry (2021). The Quantic Lab. https://apps.quanticfoundry.com/

Quantic Foundry. (2020). Player segments based on gamer motivations. https://quanticfoundry.com/wp-content/uploads/2020/08/9-Player-Segments-GDC-2020-Excerpt.pdf

Yee, N. (2014). The Proteus Paradox. Yale University Press.

Credits:
Music created with Per Nyblom’s Abundant Music.

  continue reading

35 episoder

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