2017
DOI: 10.1111/jcc4.12181
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Digital Game Dynamics Preferences and Player Types

Abstract: In this study, we examine digital game preferences by identifying game dynamics, i.e. player-game interaction modes, of 700 contemporary digital games, and players' (N = 1717) desire to play games with specific types of dynamics. Based on statistical analysis of the data, 5 game dynamics preference categories ("assault," "manage," "journey," "care," and "coordinate") In this study, we aim to provide new knowledge on how players' gaming preferences and different types of digital games can be analyzed within a … Show more

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Cited by 76 publications
(72 citation statements)
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References 13 publications
(20 reference statements)
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“…Recently, a third approach has been proposed for profiling players which could be used for predicting game choice. Vahlo et al (2017) call this approach game preference research. Since the third approach aims to bring together characteristics of gameplay and players' sustained preferences for specific kinds of gameplay experiences, this approach can be situated in between player behavior and motivations to play models.…”
Section: Introductionmentioning
confidence: 99%
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“…Recently, a third approach has been proposed for profiling players which could be used for predicting game choice. Vahlo et al (2017) call this approach game preference research. Since the third approach aims to bring together characteristics of gameplay and players' sustained preferences for specific kinds of gameplay experiences, this approach can be situated in between player behavior and motivations to play models.…”
Section: Introductionmentioning
confidence: 99%
“…The purpose of this study is to develop and validate a psychometrically sound short instrument for measuring players' gameplay activity preferences in contemporary digital games, and to demonstrate the potential of the instrument in constructing player profiles and in predicting game choice. The introduced Gameplay Activity Inventory (GAIN) is based on a theoretical model and on the Core Game Dynamics (CGD) scale presented by Vahlo et al (2017). The original CGD scale is a 28-item Likert-7 measurement, which the authors (ibid.)…”
Section: Introductionmentioning
confidence: 99%
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“…With the rapid development of video game culture player behaviour, and especially game-related consumer behaviour have become a popular topic of research over the past decade, examining elements such as player-types and behaviours [3,45], gaming preferences [15], and motivations to play [40,48,50].…”
Section: Previous Research and Consumer Behaviour 221 View Play Anmentioning
confidence: 99%
“…The data for this study was collected through an online survey (N=845) and the study analyses the effect of three genres of gaming video content: let's play, review, and esports, chosen for the analysis due to their popularity among consumers, their commercial potential and influence and their presence on the video sharing platforms [27,31,34]. The analytical model is based on previous understanding of gameplay behaviour [3,9,45,49,50], game video content consumption [8,10,11,12,14,37] and previous understanding of consumer behaviour [13,21,29].…”
Section: Introductionmentioning
confidence: 99%