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by DylanBohlender
1760 days ago
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Richard Bartle is a luminary in the field of game design. He invented a system for classifying gamers' preferred game actions called the "Bartle taxonomy", which helps game designers understand player motivations better. Think of it like user personas in software development - Killers love competition, Explorers love discovery, Achievers love mastery, and Socializers play games for social reasons. When designing a game for mass appeal it's often important to make sure players of all stripes find reasons to enjoy it, and Bartle's taxonomy is a great framework for analyzing how different types of players will interact with a game. You can take an online version of the Bartle taxonomy questionnaire to get your own results here: http://matthewbarr.co.uk/bartle/ |
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Also, game-designers could learn a lot from psychologists. Whenever I heard Bartle's taxonomy for the first time during a game studies course, my question was (and still is): why is a taxonomy the best way to capture this? In a personality research course it became clear to me that the biggest successful models are dimensional in nature (e.g. five factor model/big 5) they are not taxonomies.
I'd love for more psychologist/personality researchers to team up with game-designers. I think it could advance some scientific discoveries into human behavior.