Designing Virtual Worlds
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Toward a ludic architecture: the space of play and games
Toward a ludic architecture: the space of play and games
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
The art of game design: a book of lenses
The art of game design: a book of lenses
BrainHex: preliminary results from a neurobiological gamer typology survey
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Personality and player types in Fallout New Vegas
Proceedings of the 4th International Conference on Fun and Games
The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education
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With the rise of Gamification, the boundaries between play and games on the one hand, and everyday life on the other are being challenged, and as a result game play is entering the realm of everyday life. We believe that with the breakdown of this dichotomy and with the increasing presence of game elements in everyday life in the form of Gamification, there are more factors such as users intrinsic motivation, agenda, learning preferences and personality that should be considered in the design of gamified systems. In this paper, we investigate the relationship between player types, and personality types and traits. By way of investigating pre-existing player type models as well as personality traits and types models, we have identified possible relationships between these two areas of research, and in that, between the realm of games, and the realm of the everyday. As a result, we propose a table identifying these possible relationships between player types, personality types and traits, and game elements and game mechanics and discuss how this connection may impact the design of gamified systems and offer insight towards more user orientated design objectives.