This document presents a framework for understanding player preferences in video games. The researchers conducted a survey to understand how much 196 participants were motivated by 66 common game design elements (such as resource management, puzzles, role-playing) and 20 game playing styles (such as solo play, watching streams, multiplayer). Factor analysis identified 9 groups of related game design elements and 5 groups of related game playing styles. For example, younger players preferred role-playing and action elements while older players preferred casual play. Men preferred strategic and competitive elements while women preferred artistic and casual elements. The framework can help designers tailor games to specific audiences and help researchers better understand player experiences.
A Framework and Taxonomy of Videogame Playing Preferences (CHI PLAY 17)
1. A Framework and
Taxonomy of Videogame
Playing Preferences
Gustavo F. Tondello, Rina R. Wehbe, Rita Orji,
Giovanni Ribeiro, Lennart E. Nacke
2. Goal
Investigate player preferences for different game design
elements and game playing styles
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Game design elements
What players do in a game:
• resource harvesting
• unit production
• puzzles
• role-playing
• collection
• shooting
• exploration
• etc.
Game playing styles
How players interact with
a game:
• soloing
• raiding
• 1st / 3rd person view
• streaming
• watching
• casual play
• etc.
3. Methods
1. List of 66 game design elements and 20 game playing styles
Based on brainstorming and a survey of game design literature
2. Data collection
“Please rate how much the following elements
motivate you when you play a game”
(5-point Likert scale from “not at all” to “very much”)
3. Data analysis
Exploratory factor analysis (EFA)
Correlational analysis
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196participants
aged 15-71
(M = 26.7,
SD = 9.7)
124 men,
53 women,
4 transgender,
3 non-binary
4. Groups of Game Design Elements
Strategic resource
management
•resource management,
construction, strategic play
Puzzle
•diverse types of puzzles
Artistic movement
•music, painting, drawing, and
body movement
Sports and cards
•sports, cards, and gambling
Role-playing
•fantasy, science fiction,
avatars, and exploration
Virtual goods
•acquisition, collection, and
use of virtual goods or
resources
Simulation
•simulation of scenarios
inspired by real life
Action
•shooting, detonation,
fighting, combat, racing, etc.
Progression
•skill trees, character
progression
4Icons are CC-BY 3.0 by Game-icons.net
5. Groups of Game Playing Styles
Multiplayer
•teams, raids, chatting, voice-over,
MOBAs, MMOs
Abstract Interaction
•top-down, isometric, and third-
person views
Solo play
•player vs environment (PvE), free
movement, third-person view
Competitive community
•eSports, streaming, watching, first-
person view, player vs player (PvP)
Casual play
•casual, occasional playing
5Icons are CC-BY 3.0 by Game-icons.net
6. The complete Framework
Multiplayer
Abstract
Interaction
Solo play
Competitive
community
Casual play
6Icons are CC-BY 3.0 by Game-icons.net
Puzzle
Strategic
resource
management
Sports and
cards
Artistic
movement
Virtual
goods
Role-playing
Simulation Action
Progression
.359
.360
–.318
.367
.349
.368
.301
.478
8. Preferences by Gender
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Men Women
Strategic resource
management
Sports and
cards
Action
Puzzle
Artistic
movement
Virtual goods
Casual playMultiplayer
Competitive
community
9. Implications
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Design
• Appealing to specific audiences
• Designers can choose elements with similar player preferences
• Personalizing the player experience
• Tailoring the game with the preferred elements for each player
Research
• Considering player preferences to better understand
player experience
• What is enjoyable to one player might not be so to others
10. Link to full paper:
A Framework and Taxonomy of
Videogame Playing Preferences
CONTACT
Gustavo F. Tondello
gustavo@tondello.com
@GustavoTondello
http://hcigames.com/
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